PotBS Dev Tracker

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isildur
1 in thread Some servers mediums and highs right after downtime? [Ask an FLS Developer!]
Quote:
Originally Posted by Lepper
Okay, again, thanks much for the explanation--and I understand why the change was made, but would there be any reason why we weren't told beforehand so as to avoid little moments of panic such as this in the first place? Surely you didn't just slap this in in the last five minutes of the patching process, and after the last month asking for 'blind faith' and trust is sortof... not a good idea.
Honestly, it went like this. Aether came upstairs and said 'do you know anything about changing how we show server populations?' and I said 'Yes?' and there was a pause while that ticked over in my head. Aether is asking me about this. That means it's live, out there in the world, and we've totally failed to tell anyone about it.

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.
Rusty
1 in thread Rusty, your follow up comment on populations please? [Ask an FLS Developer!]
Compared to who? We're doing a significant patch a month.

Quote:
Originally Posted by Fatebringer
Not an intentional knock, but I find your dev cycle to be pretty slow.

There is a line between dilligent and cautious (bad patches are...BAD) and just plain pokey

You've proved you could move when you wanted to, but the changes everyone is really looking for..not there yet and we're on about week 6.
DrewC
1 in thread New Devlog: The State of PvP [Devlogs]
Quote:
Originally Posted by Fatebringer
I think this was written a day or two ago, they said in another thread that the coin loot is being upped ALOT (double at 50 or so). Probably in 1.2.
Correct. We are (roughly) doubling the amount of loot you get at level 50 from sinking NPC ships.

Quote:
Originally Posted by teufelhundene4
Basically, doubloons are becoming hard to come by at higher levels and hopefully that can really be looked at soon. Grinding for doubloons so that you can afford a ship to pvp in for 3 days is not all that fun.
We agree that current the supply of doubloons is too tight at high level. We are addressing this in the short term by increasing NPC loot drops. Additionally, the changes to Blockade and Patrol mean that there is now a repeatable (once every 20 hours) mission, that will give you at least some doubloon income. I'm not convinced this is going to completely solve the problem, but it should, at least, help.

Quote:
Originally Posted by Dom_Fradique
2) Make all economic mission turn-ins inactive when the port is not into pirate PvP. The only way to make a port pirate PvP is with NPC kills and combat missions. Now, this is the good part: when the port IS on pirate PvP, enable economic mission turn ins. But, on top of gaining/reducing unrest, these missions should have a money reward equivalent with the amount of money needed to build the items, plus 50% profit (or some other value).
If we did this players would park a ship load of unrest bundles in the port, push it into PvP, then turn them in for profit. We've talked about doing something similar to this, but with various restrictions to avoid that problem. It's certainly something we will consider, but those restrictions take time to implement.

Quote:
Originally Posted by Dom_Fradique
5) Give cash rewards, or some token that can be turned into rewards, for people that win a port battle. That's one of the things that I can't understand why you don't already have. You risk a high-end ship in a port battle. You SHOULD get something out of it. It was suggested way back then in the beta, and it's a shame you didn't get this in before the game. Pirates should earn more money than nationals at this (pirate raid).
Yes, we want to add a reward to port battles. It is something we are planning on doing.
Danicia
1 in thread Do you care about your nation? [Discuss: PvP and Conquest]
Really? I see Taelorn, Isildur and Rusty post in here.
isildur
1 in thread Some servers mediums and highs right after downtime? [Ask an FLS Developer!]
So what you're seeing is a change to the way we decide what population level a server has. It used to be instantaneous: how many people are logged on right at that moment? But it turns out that's not the most useful piece of information.

Population basically affects two major systems: the economy and conquest. In both cases -- though more so for the economy -- the important thing to know is not 'how active is this system right this moment?' but rather 'how active is this system overall on this server?'

So what we're showing you now is a high water mark. Actually, we've always been showing you a high water mark, but the time period over which we check for high water has gotten longer. Before it was a rolling 20 minute window, and we'd show you the highest population over that 20 minutes. Now it's one week, which catches weekend-only players, evening-only players, and most casual players.

This allows you to look at a server's overall population rather than a snapshot, and find out if the server is going to have enough PvP for you -- or perhaps has too much PvP for you. It will tell you how likely it is that an item will be in the auction house, and how much competition you're going to face for your rope industry. It also gives you a better sense of how active the other nations on your server are -- if all the English on your server are west coast Americans, and you're in Europe, you'll have an explanation for why England used to show 'Moderate' and yet all your ports are being attacked in the middle of the night by the English.
Rusty
1 in thread Rusty, your follow up comment on populations please? [Ask an FLS Developer!]
About 5 people. The forums are a very small subset of the community. I think it's a good communication tool for us, but like all MMOs, there's a dramatically larger population that's playing and not posting.

Quote:
Originally Posted by Kamui
I still have to wonder just how many people have decided NOT to buy the game because they perused the forums and seen so many posts about how NO ONE is playing the game, how the pops are dropping, how the game sucks horribly, how crappy the devs are and constantly ignore the players, etc.
Rusty
1 in thread Rusty, your follow up comment on populations please? [Ask an FLS Developer!]
Here's what's up:

1) Why did we put out so many servers?
Originally, I wanted to put out 9, but there was a push for creating individual language versions for Europe. Based on how the numbers worked, that wound up with 2 extra servers.

2) What the heck happened to Bellamy?
Bellamy was intended to be our Spanish population server. You know what helps with a Spanish population server? Launching in Spain, which we apparently did not. There's a line of subcontracting here, so I'm untangling the thread to find out what the heck happened, and how we're going to fix it, but essentially we predicted a number bsaed on Spain being a reasonable market. Without launching there, that didn't materialize. Considering that we also spent a significant amount of money to localize in Spanish, it's something that's really quite aggravating.

Either Spain launches, or we're going to have to fix Bellamy via a merge. And my apologies for the brave souls out on Bellamy right now. We're not going to abandon you there.

3) What about the rest of the servers?
When we were estimating the server population, we never got a chance to really see concurrency at a high level. Our Ops guys, being naturallly cautious about load, pushed us to estimate for lower concurrencies. During the beta, we had relatively high percentage play (which is understandable, because these are the hard core people). Based upon their play, we came up with our sweet spot number, but having watched the load and spikes, and how more casual players play, we think the best number would 1.5 times that, which is whoppingly off from the number we used to estimate the servers.

What that also means is that our low number estimates of good server population turns out to be too low because of nation imbalance.

We're testing this assumption, by the way, with Australia. We have a lot of disks getting ready to come out which is going to create a deluge of users, but we've only rolled out one server because we want to make sure it goes right up to the top end of our estimated number we roll out additional servers. Before we make any signfiicant changes to the servers, we're going to vet this number.

4) What are you doing right now?
Based on forum feedback, everybody and their friends have left about three times over. As you may expect, our numbers show a different story. We continue to add subscribers faster than we're losing them on a daily basis, but we've just passed essentially the first re-up, which is always a spike of people leaving. We've caught up with that, but we're building back to where we were.

We have a two fold strategy. First, we're continuing to build onto the game to make it better. The reason we're currently selling so well is because of word of mouth, so while our doom is regularly proclaimed on the forums, there are a lot of people playing the game, enjoying it, and telling their friends about it. And we've had some advanced notice that some big weight reviews are coming out and will be quite positive about the game, which also helps sales.

But let's assume that our sales continue on their trajectory, and population builds up and passes where it was. Without a Spanish launch, we're still going to have to merge Bellamy, so now that we're done with 1.2, we're working on planning for the next milestones, and we'll be putting a spot for the merge code there. Even if it's only used for one server (and that, of course, is my preference!) we're not going to leave paying customers to twist in the wind.

Once we get that code ready, we'll re-evaluate where the servers are, based upon the Australian experience, and make final decisions based on that.

5) Aren't you worried about bad press?

Honestly, no. The reasons for that are that the best press you can get is people playing the game and enjoying it. We've got a LOT of people currently enjoying the game. When we release 1.2, they're going to like it even more, and realize just how fast our development is, and how committed we are to improving things. If we merge some servers, it because we think it'll make the game better, and people will like it even more and will say more positive things about the game. There's nothing more powerful than that word of mouth.

6) What about the launches in the rest of the world?
As I said above, we’re still working on figuring out the Spanish issue. Australia has technically launched (the digital download is available) but the big thrust is with all the disks, which just went to replication. So it’ll be around two weeks before we see them show up, and then probably a week or so after that before we load up the first server to capacity and start rolling out additional servers. After that, we have a major upcoming launch in Russia, which we’re still putting server hardware into place for. It’ll be pretty exciting, both because we’ve got a great marketing campaign ready to go, and because I get to go visit Russia for the launch! And finally, things in Asia are going quite well, and in addition to buying more server hardware for Russia, that will be a big roll out (it uses a different business model which results in a lot more users than here) which means we’ll have to refigure all of this out again! :-)
ktatroe
1 in thread Forums Idea [Ideas for the Future]
Quote:
Originally Posted by thegreywolfe
What, no one has a thought on this?
This is already in place.
Danicia
1 in thread About the celebration [General PotBS Discussion]
Quote:
Originally Posted by Blue_Leader
At least some people can complete it. I got jipped out of a crate. So no one wants to trade with me, because I have nothing to offer them.
File a support ticket and a GM can assist. Only toons created before the last patch can get a party crate.
Taelorn
1 in thread Defiant Damage is bugged [Known Issues / Troubleshooting]
Has anyone had problems with this in the latest build with normal heavy round shot? All of the live tests we ran with players who had this problem went favorably.