PotBS Dev Tracker

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Marion vanGhent
1 in thread So far.... [Shipwright Discussion]
The geometry is much improved! Good job. You'd still probably benefit from one more "station" (cross-section) in the bows.

Also, you're welcome to make an out-of-period practice ship if you like. If you are planning to make a ship for the game however, I strongly suggest setting your ideas out on paper first. They don't have to be in as great detail as found on most period plans, but it's immensely helpful for everyone involved to have some idea of where you're going.

Key points to include:

* Length along the waterline
* Deck layout
* Gun/gunport layout
* Masts and yards positioning
* Salient decorative features -- e.g. roughly what the stern galleries (if present) would be like, any beakhead planned, things that are semi-structural in nature

If paper isn't your thing you can also sketch out your ideas roughly in 3D, just keep in mind your geometry won't be at all final in this case. The SC would need orthographic views of the side, front, back, and top of your 3D sketch with all the above clearly marked (though we only need a side view of the masts/yards, with the yards rotated to be in line with the keel -- what we call "sail plan view," as seen on most period plans).

I hope this helps both you in planning your project, and in understanding what the 3DSC needs in order to help you realise a ship for the game.
Marion vanGhent
1 in thread Emerald Blade flag [Flags and Sails]
Since you found the right thread, I'll close this one.
Marion vanGhent
1 in thread Questions on new Appeals Process [Flags and Sails]
Appeals turn-around will be within one week of the request for review -- probably sooner in most cases, but this allows time for the entire 2DSC and relevant FLS staff to discuss the submission in question.

Replies will be within the Appeals thread itself.
Marion vanGhent
1 in thread Schwarze Wachen Sail! [Flags and Sails]
Closed, since a link to the appropriate thread has been provided.
Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
It can be fine with a smaller number of players, but 200+ doesn't require players to organize correctly. They can start to do whatever they want and there will be enough players to pretty much keep the economy running and have healthy combat.

Quote:
Originally Posted by SWBgHz
A 'healthy' nation has 200+ logged in at most peak times - server wide I think you got to have three healthy nations at least or possibly two very healthy with a third possibly trailing a bit lower. So a few 200+ nations at peak to be healthy or a couple 300ish nations and a third at 100 to 150 for a healthy overall server. Thriving - maybe peaks of up to +75% of healthy.
Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
It depends on how the players distribute themselves amongst careers as well nations.

Quote:
Originally Posted by ejengstrom
70 players to be viable
100 players to keep economic growth
130 players to flourish

This has proven correct, just not in my faction. As soon as England hit 100+ people on Guadeloupe, business became healthy and great. Now it just isn't enough to sell ships to England...
Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
Quote:
Originally Posted by hiroprotagonist
Introduce those 6-24 person raids that where discussed. Even without a port battle you can get 6-12 people at the least to go and try some of the content.
That's already in testing and on track for going out.
Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
That, I believe, is what's going on, and why we keep whistling away wondering what you guys are going on about. Part of my spot checking is to also try and calibrate some of our assumptions about peak concurrency and what the rule of thumb needs to be to translate that into average concurrency (peak concurrency = easy data to store, average requires significant amount more work).

As for server transfers, let me get a definitive decision on its place in the scheme of things, and then we'll take about it and you can make up your mind. I doubt it will be before the next renewal, though.

Quote:
Originally Posted by SWBgHz
My suggestion, you guys should have some metrics on hourly or half hour nation by nation populations put in place. Because while the numbers you seem to be more familiar with are important for paying your mortgages and REVs high priced salary what matters to us players is how many are on to lay with and against at the time we log to play. So when we complain that the who is on to play with and against numbers are way off you can see what we are seeing.
Rusty
1 in thread Rusty, my guild is trouble. Please help. [Ask an FLS Developer!]
I was looking at server pops tonight (yes, apparently i don't sleep), and I still stand by my assertion that population imbalances on robust servers aren't a problem, but on the ok servers they can make it much less competitive. That's not to say that the problem won't be fixed simply by new people coming in (if our trend continues) but I would rather have a better answer.

Quote:
Originally Posted by Canisn0ir
I would like to simply pop in to mention that there are two representatives of the Bonny Population in this thread possibly a third with Leverus. There is by no means a consensus from that population that thee is an "Emergency". Many people disagree with the entire point of this thread.

Glad to hear of your plans Rusty and even more pleased to hear about the numbers.

You've got my money for a while
Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
Quote:
Originally Posted by SWBgHz
And again, I know this is not scientific - just trying to show I am not off my rocker making stuff up.
So, I was over talking witih Joe about server transfers for 1.3, and Brady overhead our conversation and called me over to show me more data. To my surprise, yes, we're adding lots of people every day, but our *average* concurrency was trending downwards. That's because when new people coming into a game, they play a lot. As they get comfortable, they play less until they hit a normal amount of play. The curve is much more exaggerated when a game is launched (everybody's new, and everybody's whoppingly excited). We've only just started overcoming that curve and started trending average concurrency up. My surprise is not that it happened (we'd anticipated this) I just hadn't realized that people would play so much at the very beginning. We had much lower numbers than what we actually got, and that broke our projections for concurrency trends.

This doesn't mean that the spot checking doesn't need to still be done, but the pieces of the puzzle are starting to fall into line.