PotBS Dev Tracker

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Danicia
Quote:
Originally Posted by Xanthias
Looks like a Thread-jacking to me... ;-]
Me, too.

/jacks it back to on topic
Taelorn
Quote:
Originally Posted by Calmdown
Or is 90 now my maximum, so I need to lose 25% of 90 and can be at 67 crew before Harried kicks in?
This option.

Quote:
Originally Posted by akdavis
The devs are not likely to respond to the a question that has been answered. They only post in a handful of threads in this forum.
I try to respond to all mechanic questions, unless it's going to take me too much time digging up an answer.
Rusty
1 in thread New Devlog: Turn Down Turn Ins [Devlogs]
This is a topic of some disagreement internally. Yes, you are using the system without breaking any rules. Personally, I believe that when tactics require alts, that's an exploit. But mine is not a universal opinion.

Quote:
Originally Posted by Caerold
Quite frankly, we did not see that as an exploit, just using the system as it was implemented. And the Santo Domingo run was completed before anyone ever saw this post. You can be sure TSC at least won't be doing this sort of flip past 5k again if the Devs have declared it explotive. zero-to 5k rushing still seems to me a valid tactic, though, as it takes a large organized (rich) group to pull it off.
Rusty
1 in thread New Devlog: Turn Down Turn Ins [Devlogs]
Actually, this doesn't slow down the ease of going to PvP, it slows down going to the port battle.

Quote:
Originally Posted by beltpouch
While I agree this is making things more the way they were designed there is still a basic and fundemental flaw with the game when it comes to creating PvP zones, that flaw being there are way too few of them. So far the unrest "exploit" has been the only thing keeping PvP zones up and running. I worry that when this change takes place the last few PvP zones that are left will become extinct memories.

So I guess the question is are there any plans (hopefully in patch 1.2) in the works for increasing PvP zones? Making them easier to create? Making them more fun to create? Anything? Any information you could provide would be most appreciated. Please do not continue to leave us in the dark on this most important of issues. I know you can keep leaving us in the dark if you want, it's your game, but thowing some info our way would be really welcome.
Aether
1 in thread Video Card Problems - The One True Thread [Known Issues / Troubleshooting]
We are retiring this thread, and moving the discussion to a new thread. Please continue to share any graphics trouble you may experience by clicking this link.

Many thanks,
Aether
Gray Noten
1 in thread Aussie Servers, Big Pond [Ask an FLS Developer!]
Quote:
Originally Posted by Dr. Jekyl
You've brought me very neatly to the question of patch times. If the severs are hosted in Seattle for now, will we be on the same downtime schedule as the US/EU?
No! Since all of the infrastructure is seperate, we can (and will!) patch the Oz servers based on Oz concurrency numbers, not game wide numbers. Yay for my team, since it means fewer middle of the night outages


Quote:
Also, how likely is it, at this juncture, that we'll end up with local servers?
I'd love to have the servers hosted locally. I've never been to Australia So I think it's safe to say that it's a goal, but it's hard to put a hard number on how likely it is. Rusty may have more thoughts on that.
Heidi
1 in thread To fix a flickery Ocean. [Known Issues / Troubleshooting]
NVidia has released a set of drivers that fixes the ocean's flickeryness. These drivers aren't on NVidia's site yet, since they are too new, but they can be found here.

http://www.burningsea.com/page/downloads/nvidia

Future releases of NVidia's drivers will fix these bugs, but we don't know when they are coming out.

To determine the proper version, right click on 'My Computer' and select 'Properties' in the menu. On the 'General' page, there'll be a System: section that will tell you whether you have XP or Vista, and if you don't see 64 anywhere, then you need a 32 bit version.

Download the file, and double click on it to run it. Your system will need to reboot for the new driver to take affect. Double check your driver version when you're all finished to make sure it worked.

To determine your driver version on XP:
Right click on your desktop, select 'Properties'->'Settings', and then the 'Advanced' button. Go to the 'Adapter' tab, and you'll see a 'Properties' button which will pop yet another dialog that has a 'Driver' tab. The Version is there, if you don't see 6.14.11.6938 expect your ocean to flicker.

To determine your driver version on Vista:
Right click on your desktop, select 'Personalize'. This will pop up a window, then click 'Display Settings'. Click the 'Advanced Settings' button. You'll see an 'Adaptar' tab. Click the 'Properties' button. which will pop yet another dialog that has a 'Driver' tab. The version is printed there - it should be "7.15.11.69.38"
Joe
1 in thread New Devlog: Hello Again! [Devlogs]
Quote:
Originally Posted by ArmEagle
Please, pretty please, tell us you changed the behavior of prompts (not to grab focus and being 'accepted' on enter - while typing)!
Ya know, that bugs me too. Let me go flex my newfound power and see what we can do to fix it.


Joe
Rusty
1 in thread New Devlog: Hello Again! [Devlogs]
Quote:
Originally Posted by Scooder
Rev's leaving FLS, or just leaving Pirates?
He's leaving FLS to go across the water to my old stomping grounds, Microsoft. He'll be working on XBox Live Arcade titles, which has been a love of his for quite some time. He even advocated doing a cool little Pirates Live Arcade spin off about a year ago. Added bonus: you can ship multiple titles in a year, instead of one title every 5 years!
Taelorn
1 in thread Taelorn: Is the Gun Battery Damage Variable... [Ask an FLS Developer!]
Your ship gets shot, your guns take damage. That damage accumulates and guns get destroyed. If you focus all your repairs on armor, then your guns don't get repaired. They are not a part of the armor, they're a separate entity and they need to be repaired separately.