PotBS Dev Tracker

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Timbojones
1 in thread Troubles Playing from University Internet [Known Issues / Troubleshooting]
Quote:
Originally Posted by pyrotech
I bought the game a couple weeks back and, living in a university residence hall I was never able to play it. I'm curious if the work-around of answer 211 works with the others with my problem, and if so, is there a way to get the 30-days back that I never got to use?
Answer 211 assumes that Packeteer is the source of your connection issues. Living in a res hall makes that very likely. I recommend that you send your IT staff an email to politely and cheerfully verify that your school uses Packeteer, and provide them the instructions from Answer 211. You can tell them that this is a manual solution that will eventually be made official and pushed out by Packeteer. They can contact us to confirm.

Definitely file a support request explaining the situation. At this point in time I can't guarantee that we'll be able to extend your subscription. But I agree that it's unfair for you to pay for a service that you can't use.
Aether
1 in thread UPDATED: The Lag Thread - Now with a fix! [Important Announcements]
Check the original post in this thread for a work around that has proven fruitful for the folks who have used it. Let us know how it works for you!

Best,
Aether
Misha
1 in thread New Devlog: 1.2 Ship Tuning [Devlogs]
Quote:
Originally Posted by Kitty Luckshot
What's the ETA for 1.2?

I've seen the talk about another 1.1.x patch before that, so can we get a hint about when all this goodness will rain down upon us?
1.2.x should arrive in March, I think. The next 1.1.x patch is hitting Testbed very soon, I believe. Should go live early next week.
Taelorn
1 in thread The 'Hellbrand' Indiaman [Discuss: Ships, Ship Combat, & Ship Skills]
It's free. Think of it as a toy that extends the playstyle of the Dromedary. It's supposed to be worse than the player-crafted ships at the same level.
Misha
Quote:
Originally Posted by Pardal
...I am somewhat disappointed that FLS released the game while it was still incomplete! In my humble opinion, no two cities or towns should ever look identical, especially after release...
With over 80 ports and a town taking the entire environment team and some of ConCo for a month or two, we'd have never shipped.
Misha
Quote:
Originally Posted by Koard
Can you make the mimes say "do you feel annoy for a new ship?"
LOL! But mimes don't talk. That's the joy of 'em.
Aether
1 in thread The Lag Update Thread [Important Announcements]
We continue to investigate the lag issue as reported by our customers. At this point it appears to be a problem for Vista users, though we are confident that we are closing in on a resolution to the problem.

If you are experiencing lag issues, you are invited to share additional information in this thread. We will continue to share updates throughout the evening.

We thank you for patience as we work to remedy this situation, and we apologize for the inconvenience.

Best,
Aether
Taelorn
It works fine. The target isn't in your firing arcs and the requirement displayed is relative to the guns you have facing the target. In this case, that would be the swivels - which aren't loaded with dismantling shot.

Besides, it'd say the target's immune instead of wrong ammo type if there was anything career-specific.
ktatroe
1 in thread Announcing the Australian Ambassador Program! [News and Press Releases]
Quote:
Originally Posted by AuntyJack
interesting.

although my primary charactor i play is a FT. there is no option for them. does that mean i'm redundant and not needed?
Nope, just an oversight. Fixed!
Taelorn
Quote:
Originally Posted by dpdlc
The whole point of the change, is that the OS replication led to instances were you would spawn right next to an enemy which is bad. Since you would instantly lose your ship.
That, and the huge disparity between the OS and the battle. At first glance, it makes sense to attempt to have the battles mirror the OS. However, it completely breaks when you have such as huge disparity in time and travel distance. What it means is that a battle effectively starts the second one side engages, but the team that abuses the OS wins. During that first 60 seconds of the battle, it's like having a warp drive and being able to position yourself perfectly for the battle. It creates a situation where you either abuse the spawns or you lose.

The new system assumes you are traveling as a convoy. If you're sailing out in the ocean and spot hostile ships, they're generally going to be in their own convoy. You're not going to suddenly spot then coming from four different directions towards your location. Neither can you order your own ships to appear behind the enemy. It's a spatial impossibility, but one that the current system allows. If I get attacked and my group joins in, then (according to the game rules) they are playing the game wrong. If they spend a few more seconds moving on the open sea, they can cut out minutes of travel in the battle. They can guarantee themselves a position that makes it impossible for anyone to escape. That's just not right.

Transferring all the angles adds some strategy, but it does so in a way that leads to degenerate gameplay. It creates situations where groups that are sailing together get spread all over the instance, and enemies can spawn ships right on top of you. We do not want the spawn system to determine the outcome of the fight. Right now, a good group that abuses the spawn system should always beat a good group that doesn't use the same tactics.

I expected negative reactions to the removal of angle for reinforcements, but there are two unacceptable flaws: 1) It does not work with the scale of the open sea, 2) it's a giant exploit.