PotBS Dev Tracker

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DrewC
1 in thread Cargo and PvP [Ask an FLS Developer!]
We had two primary goals regarding cargo dumping:

1) Allow players attempting to prey on merchants in PvP to be sure of getting loot from their victims holds (assuming they're successful, and they choose the loot over sinking the other guy).

2) Give merchants who are attacked in PvP some leverage for negotiation. Give the attacker a reason to accept surrender other than expedience and saving ammo.

The solution we implemented does both of these things nicely. If you're hunting merchants, and you catch one, and you can beat him, you know you're filling your hold. If you're a merchant there is now a reason for commerce raiders to accept your surrender and let you keep your ship. And if they won't accept your surrender, you can still give them the "from Hell's heart I stab at thee" and know they won't get any loot for their efforts.

That's why we liked the solution we went with.

Yes, it does meant that 25% and 50% surrenders are less likely to happen (though as others pointed out, the difference in cargo capacity between attacker and victim creates a small place for them). It also means that, as a merchant, you can't selectively deny some of your cargo to the enemy.

While there are disadvantages to the system we chose, I feel that it does that best job of serving our two goals. We considered a lot of other alternatives, including the ones described here, but we felt that this was the best choice. The solution we chose was also low cost (in terms of development time), which certainly helped push it over the top.
Misha
1 in thread My Caracter is disappeared [Known Issues / Troubleshooting]
Suggestions:
- Zoom your camera out
- Lower your graphics settings in Preferences
- Restart the game
- Log a support request w/ a screenshot of your graphics prefs and a game log and your DXDIAG.
In that order.
Danicia
1 in thread Curious about an approval [Flags and Sails]
Hello all,

In case you missed it, Marion put an update in the proper thread about how long things take. Read her update:

Quote:
Originally Posted by Marion vanGhent
As has been mentioned before, we have been, still are, and will be continuing to work on the backlog of unprocessed submissions until we launch User Content 2.0. It won't be a steady stream, but coming in fits and spurts. Apologies for any additional anticipation and/or frustration that may cause.
Since this is getting more about bickering than answers, we'll just close it.

In regards to flaming or trolling...please don't. I recommend you all read the Community Rules; they do apply to the UC sections of the forum, too.
Misha
1 in thread Troubles Playing from University Internet [Known Issues / Troubleshooting]
Quote:
Originally Posted by 81mm
nope, this issue existed in Beta. Flying Labs believed that just changing the ports at release would resolve the issue, which we can clearly see hasnt.
What he said.
DrewC
1 in thread Free built in voice chat coming? [Ask an FLS Developer!]
Wow I hadn't heard anything about that, that's totally cool.
Taelorn
1 in thread Bey’s Retreat: 4-6 hours, yikes! [Discuss: Ships, Ship Combat, & Ship Skills]
No. Bey's Retreat is almost entirely content-driven and doesn't employ much new technology. Check pointing is a significant code task, and it's something that we want for future missions.
Taelorn
1 in thread New Devlog: Hello Again! [Devlogs]
Quote:
Originally Posted by Riano
In my opinion this game does NOT need more (pre)-written missions, but more sandbox-like features that require player-skill and player-interaction
Everything you listed has nothing to do with these missions. Our resources do not come from some universal, definition-less pool. You're talking about a whole host of new code features (developers), while the new missions are driven almost entirely by existing technology (content creators).
Taelorn
1 in thread A Treatise on Combat Mechanics [Discuss: Ships, Ship Combat, & Ship Skills]
That's explained under accuracy and defense in the first post.
Taelorn
1 in thread Bey’s Retreat: 4-6 hours, yikes! [Discuss: Ships, Ship Combat, & Ship Skills]
I expect to see teams of players who player together normally and understand the mission to cut the time down to 2 hours.
ttobey
1 in thread NPC to Avatar Clothing [General PotBS Discussion]
I think those models were gone by junkanoo.