PotBS Dev Tracker

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Danicia
1 in thread Toastmaster? [Discuss: World & Missions]
Quote:
Originally Posted by Kitty Luckshot
Screw 'em, and their mask too.

The reward from the Island of the Monkeys chain, "Banana Disruption" is bugged and won't stack, so my inventory was full and I didn't get my crate.

What's the chances of a petition (lol) getting answered (lol) and having the crate replaced (lol)? About the same as ship reimbursment?
File a support ticket. GMs are standing by!
Action Frank
1 in thread Graphics Borked - Piggs problem & work around!!! [Known Issues / Troubleshooting]
Why wouldn't someone fix the problem?

I've heard there may issues with the AU installer and it might be worth removing all of the files and redownloading.
Rusty
1 in thread Rusty, your follow up comment on populations please? [Ask an FLS Developer!]
Quote:
Originally Posted by Xeos
Does this count people who cannot cancel because they are on station passes, but have still stopped playing? I for one am on station pass and not really playing but mainly just checking back in game to see how things are progressing every other day or so. Also, I would like to mirror SWBgHz's sentiments if not the words. It does definitely seem like less people are around based on the societies I have contact with.
Nope, we can't count you guys until we see the percentage played from SOE.
Rusty
1 in thread Rusty, your follow up comment on populations please? [Ask an FLS Developer!]
Actually, I can say definitively that there is only one server not hitting 200 during peak. Can you guess which one it is? :-)

I think either you're misquoting me, or I was on drugs, because 200 isn't light, it's not feasible. Around half our servers are fine, half our light, and two are below what we originally considered to be feasible.

What's also happened is that we've changed our definition of feasible because of balance issues. Which means that a greater number of our servers need a higher pop. I'd rather not wait to crawl my way up via subscriptions, because I think our game is profoundly more fun at very high pop.

All my point being is that we're now in the mindspace of moving servers up, one way or another.

Quote:
Originally Posted by SWBgHz
I understand the need to put a positive spin on things but it still sounds like you are trying to say that only 1 or 2 servers have light populations (using the notion you acknowledged of light being not reaching 200 per nation during peaks).
Action Frank
1 in thread Cant be in game for more then 5min w/o crash [Known Issues / Troubleshooting]
Also, do you crash more in port towns or on the ocean? If it is bad in port towns, is there one in particular that is bad?
Action Frank
1 in thread Cant get past server screen or char select? Look here. [Known Issues / Troubleshooting]
We need more information to diagnose these kinds of problems. Can you open a support ticket following all of the steps in support article 36 and submit the information along with client logs in a support ticket. Once you post do that post the incident number here.

It would also be nice to know what server you are using and what Operating System.
Danicia
1 in thread Population info on server screen - LMAO [General PotBS Discussion]
Hello all!

More information on this subject was shared by lead Designer Kevin "isildur" Maginn, you'll find it here.
Aether
1 in thread Some servers mediums and highs right after downtime? [Ask an FLS Developer!]
Quote:
Originally Posted by isildur
I dunno if it's me, or Joe, or Aether, or Ops who dropped the ball. The meetings where we talked about doing this were a while ago. So, since I can't remember, I'll just claim responsibility for it, and offer a whiny 'but I've been so busy' excuse.
Yup, this should have been communicated before the change was made- well before the change was made. I've talked with Joe, Kevin, Ops and Rusty about this and we are going to tighten up the way we communicate what's in a patch.

I'll claim responsibility for this ever happening again. Because if it does, then I have failed to do my job.

'nuff said.

Best,
Aether
Rusty
1 in thread Rusty, your follow up comment on populations please? [Ask an FLS Developer!]
Which is about 8 fights too few.

Quote:
Originally Posted by jadedduck1
Rusty, I was around for 5 hours today on Rackham, a rather large server. I got one fight.
DrewC
1 in thread New Devlog: The State of PvP [Devlogs]
You guys brought up a lot of points, normally I try to address them all with quotes from the player who brought it up, but honestly It's 5:30 on a Friday, and I've been in the office since 7am, so I'm just going to run through them.

-Increased loot drops in PvP zones: Maybe. We'll look into it. The idea makes me very uncomfortable, but I'm willing to believe I'm wrong. It would, most likely, not be a trivial change. I'll add it to my list and evaluate it in detail next week.

-Economic Unrest turn ins: The idea we have is a little more complicated than straight unrest overtime, but it's basically similar. I don't really want to get to into this topic, because it's possible we'll scrap our idea and just do unrest over time, or go an entirely new direction. Broadly, we want the exact back and forth you describe: nation 1 drops a bunch of econ goods on port X, nation 2 responds by dropping econ goods in the same place. Assuming everyone maxes out their turn ins, the unrest cancels out.

-Economic Unrest turn in for profit: Anything we do in this field has to force the player turning it in to sail from a friendly port to the target port PvP flagged the whole way. The concept is a non-starter without that. There would have to be (many) additional restrictions on these missions to prevent them from simply being a cash farm, but that's the big one. Any size or other restrictions we add are simply going to be worked around with warehouses and runs when the port is not in PvP. If the missions are exploitable, they will be exploited. As I said we have a plan to do this, but it's not easy, and requires non-trivial amounts of work. It will happen, it's a question of when. Obviously this is something you think is important, which pushes it up in my personal priority list, but, as you may have noticed, there are a lot of high priority items right now.

-Finally: The reason many of these changes take time is that they require a lot of thought and testing. Making changes quickly is more likely to result in more problems, not less problems. Believe me, I am more frustrated by the pace that we can roll changes out to you than you are, but it is absolutely 100% critical that these changes receive adequate testing. When you see a change that moves out very quickly it is almost always one of three things: 1) something is horribly, terribly broken, and likely exploitable. 2) The change has been in the works for a very long time, and we had simply held off mentioning it until now. or 3) the change is such that we cannot accurately predict the outcome of the change without exposing it to a live server.

It is incredibly frustrating to me not to be able to get these changes out to you immediately, but there are very good reasons why that doesn't happen.

And with that, I'm off for the weekend. I may try and stop by and answer questions tomorrow, but I might not be back in the office until Monday. Until then, happy gaming.