PotBS Dev Tracker

All times are Eastern USA (GMT -04:00)

Rhaegar
1 in thread LAUNCHPAD OUTAGE: 02/23/08 7:45am [Important Announcements]
SOE currently have engineers working to resolve the problem. Once we know more we'll update you.
Rhaegar
1 in thread Game stuck on log in [Known Issues / Troubleshooting]
As has been already quoted, we're aware of the outage.

We're tracking a thread on this issue here. Once we know more, we'll update that thread.

Edit: I'm closing this thread so we can keep all discussion on this in one place.
Gray Noten
1 in thread LAUNCHPAD OUTAGE: 02/23/08 7:45am [Important Announcements]
Launchpad seems to be down. SOE has been contacted, and we're awaiting resolution.
Taelorn
Quote:
Originally Posted by Handsome
Well, since speed debuffs aren't going to stack is using this skill going to make hitting them with 'Cut Shroud' worthless for the five minute duration?
Run Them Down isn't a speed debuff in encounters. If I hadn't changed then there could have been stacking conflicts.

Quote:
Originally Posted by Seabaron
Taelorn any chance that the repair disabling ability will be specific to its repair group (dont really know how to say it).
It's on a single repair skill that repairs everything.

Quote:
Originally Posted by Seabaron
And any chance that Run Then Down can get a maneuver debuff also? I know that may too big a hit on the larger class of ships.
Yes, there is. I expect to make a variety of changes to Run Them Down to keep it effective, depending on how testing goes.
Taelorn
1 in thread Instance loot rolling... [Discuss: Ships, Ship Combat, & Ship Skills]
This came up recently, and last I heard it was believed to be a bug with kills not getting properly tagged.
Taelorn
1 in thread The 'Hellbrand' Indiaman [Discuss: Ships, Ship Combat, & Ship Skills]
I should note that it's also supposed to be given out at a lower level mission, something more appropriate for its level.
Taelorn
Quote:
Originally Posted by SWBgHz
not only are accel values measured in such minor numbers that a percentage based debuff is likely to be unnoticeable
That's not true. If you have a Defiant outfitted for 20 max speed, it takes 30 seconds to reach 90% speed. Apply a 30% accel debuff and it takes 42.9 seconds. More importantly, it creates a disparity between the ship's acceleration and deceleration. The greater the disparity between those values, the more speed and maneuverability the ship loses. On a Capricieux, those numbers would be 10.9 and 15.6 seconds respectively. Acceleration values are scaled, thus a percentage debuff has a big effect at all speeds. For the lowest accel value ships, Run Them Down adds around 30 seconds to their 90% speed accel times.

Quote:
Originally Posted by Aderena
Could you explain exactly what experts do for FT's (or where this is located because I've never found it)?
Look for the Freetrader Career skills under help. It lists what they do.

Quote:
Originally Posted by NameTry2468
Oh, Taelorn, while you're at it, could you PLEASE make it so that Sanctioned Piracy, the privateer's class-defining skill, isn't buried behind 4 really lackluster and completely useless-in-PVP abilities? I'd rather not choose between being able to initiate PVP and being competitive in it.
No restructuring yet. We're planning/discussing future changes that will involve some restructuring, replacing skills and other things that would lead to a respec. I have a big list of skills I want to replace, and that'll eventually get prioritized and sorted out.

Quote:
Originally Posted by Seabaron
I'm a solo red zone hunter and the Run Then Down change seems like a big negative especially coupled with the ability for NO's to nullify my turning and speed debuffs.
Removing the speed debuff requires using the repair skill. That has huge implications, and it means that reckless players will get themselves killed with poor timing on their repair.

Quote:
Originally Posted by Seabaron
Hoping theres more combat boosts to our career thats not listed.
As noted in the devlog, this is just a sample of the skill changes. A huge portion of the skills changed, and most of them were buffs. Run Them Down got the only real significant nerf, but it'll improve in the future once we have better support for how we can handle the skill.

Pirates received a variety of buffs.

Quote:
Originally Posted by De Uhnoly
At least consider making it Only usable in PvP zones
We don't have that technical capability. I want to get it, and when we do it'll get some more changes.

Quote:
Originally Posted by AJRimmsey
theres something devs seem to be forgetting...

us PRIVATEERS !!!
What? Why do you say that? Around 28 Privateer skills are changing in 1.2. There's no way I could list every detail in a devlog.

Quote:
Originally Posted by P. Pete
like the battle prep line, only 2 of those are battle preps and they don't stack with each other which means one is useless [who'd give up 5 damage resistance to everything when privateers have rice paper ships to begin with?].
The Battle Prep skills are on the list of ones I want to change, but that didn't make 1.2.

Quote:
Originally Posted by P. Pete
also now that unpredictability defense is changed, will evasion still over-write defense and defense 2 toggle skills ?
No change to the stacking of defense and evasion. There's some extra defense in other places, though.

Quote:
Originally Posted by P. Pete
burst of speed....15 seconds....50 morale ....8 min reuse ....
why can a pirate, for example, dump guns constantly and then use a repair guns item to dump more OR if they are out of combat just keep using dump guns since it auto-repairs yet burst of speed is so expensive and limited?
I can't for example burst of speed while using unpredictability speed and tack up wind.
Burst of Speed might change, but it's not slated for change yet. It's a speed boost, which means it hits your modified speed. So if your ship has a base 16 and a modified speed of 26, then +20% regular speed makes your speed 29.2. In the same situation, a 20% speed boost makes your speed 31.2. And it also can be used while attacking. Dump Guns is clearly superior for running, but it's not usable in many other situations.
Action Frank
1 in thread Can't stop crashing every 5-10 minutes [Known Issues / Troubleshooting]
The other dump looks like a problem after loading room information from the disk. You might try:

- Doing a full file scan in the Launchpad
- Running error checking on the disk
- Running disk defragmentor
Marion vanGhent
1 in thread Flag and Sail Approval? [Flags and Sails]
I'll refer you to these (1) two (2) threads, which (1) explain where things currently are, and (2) where they're going within the next month. If you have additional comments or questions, please post them in either of these existing threads
Joe
1 in thread Why Are There Invisible Walls at Sea? [Ask an FLS Developer!]
Quote:
Originally Posted by Phileas
Why would programmers and artists tear out their hair if asked to put all missions in maps designed around the largest map-space currently in use? That mission zone has islands in the middle every bit as detailed as anything else I've seen in a mission. The sea in these tiny-puddle maps appears just as vast. The only difference between the large map and the small is the presence of invisible walls hemming me in to a very small area and ensuring that I lose a ship.
For the ship rooms with a coastline the artists have to make sure that the coastline still looks good everywhere you can be out in the ocean part. If the room is really really wide, that can be very time consuming. The programmers start to have precision problems if the rooms are too large. Neither of them are really involved in what missions are in what rooms... I was addressing the "why aren't all the rooms big" question.

If you can tell me the name of any mission where you're cramped, I can go take a look at the room and see what we can do to fix the problem. I'm happy to help if I can, I just need a bit more information.


Joe