PotBS Dev Tracker

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Taelorn
Quote:
Originally Posted by Halod Crane
I wonder if that outstanding moderator is now emailing developers and getting one of them to read this thread.
Yes, but you'll have to wait awhile for someone to have time to reply.
Aether
1 in thread [Bug] In game user content [Known Issues / Troubleshooting]
This is a known issue that we are actively working to sort out. I'm touching base with the code jockey that is tasked with finding a resolution, and as soon as I get some solid information I'll post it to this thread.

Best,
Aether
Taelorn
1 in thread Ad- Hoc / Preparing ship Needs Fixing NOW !! [Discuss: PvP and Conquest]
If you don't move, Ad-Hoc invisibility lasts longer than Preparing for Combat. You can stay stationary and wait for the effects to wear off.
Danicia
1 in thread Congratulations! [North America]
Quote:
Originally Posted by PandaRuns
The thread title had a lot of potential too. /sigh
I agree.

/sigh
Taelorn
1 in thread A Treatise on Combat Mechanics [Discuss: Ships, Ship Combat, & Ship Skills]
Factoring accuracy, DPS is pretty consistent across most gun weights at 500y... against a target with no DR, which has a huge range impact on small guns.
Taelorn
1 in thread Speed ship griefing, will anything be done? [Ask an FLS Developer!]
Small ships are supposed to be able to harass, tackle and flee from targets that are too big for them to kill. Big ships are supposed to be more vulnerable if they have no support from quicker ships. Likewise, those quick ships are intended to protect bigger ships as part of a convoy. Speed is a tactical advantage that you can leverage. Groups with FTs and Navies have the advantage of being able to support their tackler’s speed, which should allow you to catch a lone tackler. Pirates will get more support like that in future builds, too.


What we don’t want is small ships keeping players engaged for extended periods of time (like 45 minutes from several attacks) and preventing them from playing the game. Since that overlaps with legitimate tactics, it’s difficult to prevent it mechanically without impacting the importance of speedy ships in group PvP. That also means groups need to be prepared to defend against quick ships, because we only want to intervene in the most extreme cases. Generally, we want it to be dangerous for the tackler to get close enough to keep players in combat if they’re facing a vastly superior force. It’s possible we’ll make adjustments in that area, but we don’t want to compromise other areas of the game in the process. There are a large number of skill changes, rule changes and just general overhaul that might impact this in 1.2. We’ll see if it’s a big issue at that time.


This is why we have exit points in Ad-Hocs and one reason we have various forms of protection between encounters.
Taelorn
1 in thread A Treatise on Combat Mechanics [Discuss: Ships, Ship Combat, & Ship Skills]
Smaller guns have higher DPS. DPS is one of the many factors that determine which guns are best suited for a situation.
Marion vanGhent
1 in thread Project Poseidon [Shipwright Discussion]
Why don't we keep the discussion on the ship model itself, which is looking fantastic so far
Danicia
1 in thread To Isl lord and But why the rum gone! [North America]
Quote:
Originally Posted by Ian
Never ceases to amaze me how quickly folks can turn a postive post into the beginnings of a flame thread. Took all of 3 posts.

/golfclap
That's what I was thinking.
Misha
1 in thread Still having issues with server screen [Known Issues / Troubleshooting]
And it used to work before? Any errors? Anything in your log file? Have you logged a support incident w/ the info requested in Answer 36?