PotBS Dev Tracker

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Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
Quote:
Originally Posted by SWBgHz
I already have canceled
Well, I'm sorry to lose you, and I hope you find what you're looking for in another game.
Taelorn
1 in thread Rumor or fact: servers reset at 6 weeks. [Ask an FLS Developer!]
Quote:
Originally Posted by Monthar
If one side has 300+ points at the end of the period the ports reset to their original owners and the citations of conquest are given out. That is ALL that happens.
Correct.

....
Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
Please keep in mind that our service people know what our current policy is, but don't really know what we're working on, so they can only say yes or no, not what we can or can't do. With that said, I'm looking into putting character transfer in for 1.3. Would that solve your guys' issues?

And yeah, Bonnie's a lower pop server. They grow, but not as quickly as the higher pops.

Quote:
Originally Posted by ummax
Can you at least offer a character transfer service to us people who want to play on other more active servers? I offered to pay money last night in a support request I got told sorry no..

If you dont want to merge can you at least offer people a way to get off the low population servers if they so choose without rerolling?

quite honestly a lot of us have sat in starter towns to see if there are new people on bonny anyhow on the spanish side there are little to none maybe 1 per day or 2 per day. Our prime time population averages about 50 and has been stagnant that way for awhile. We can't really do much with 50 players total on at any point in time. Some of us want off but want to keep our work intact.
Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
That is a disconnect. I know there have been or are some changes coming up with /whocount because of the gold farmers. I use a different metric to determine server populations, and mine's a little inaccurate as well, because it shows peak concurrency, and not average. We have some rules of thumb for how that translates into average .

I'm going to take some spot checks throughout this week. Trust but verify!

Quote:
Originally Posted by SWBgHz
Leaving aside the possibility that the server summary is inaccurate or that /whocount is inaccurate it is a testable fact that (during primtime even) population on at least 5 servers is no more than a few hundred, and worse off peak obviously. SO I just don't get your claim that only a couple servers have a problem.

I know my main server, Morgan, was one of the more populated up until around 1.1 came out. Typically, it would have light French and light Spanish and moderate Pirate and British. Using /whocount we could all see that light would be around 0 to 100 or so, moderate was around 150+ or so, and seemingly it stepped up 100 from there. Granted, those descriptors seem to have changed recently as a moderate on our server this week, post 1.1, 3 times showed a /whocount of lower than 150 and as low as 129. So, all that to say this, it is a fair thing to say that a server showing always light for all four faction is a server rarely (if ever) getting more than 400 people on it and probably far less than that. Well, anyone with eyes can see that 5 of the 11 servers are almost always light and another 2 or 3 are usually at least half light and maybe one or two moderate at peaks. these 2 or 3 then cannot be much more than maybe 400 to 600 people amoungst the 4 factions (against likely less since France is usually nowhere above a few dozen).

So where is the discrepancy between what we can all see and test, albeit observed estimation, and what you are claiming here?
Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
Reading now.

Quote:
Originally Posted by NameTry2468
http://www.burningsea.com/forums/showthread.php?t=12944

Thanks, it means a lot that you're actually concerned. I'm sorry that the OP is such a long read, but it's a complex issue. You're welcome to skim/skip whatever parts you need to to retain your sanity.
Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
Actually, it's pretty much the exact same communication, except that you can't accept that we have a different view than you do. Which is unfortunate, but there's always the possibility of disconnect when we don't make your numbers public.

However, there is an easy solution to see who's right and who's wrong. Discontinue your subscription (it's not like we delete your character) and come back in a few months and see how we're doing. If what I'm saying is true (well, and that line holds!) then we'll have more pop on our servers and you'll be happier.

Quote:
Originally Posted by SWBgHz
Sorry - lame attempt to get some fools to sub who otherwise wouldn't. Being dishonest about the problem earns you the no sub, had FLS decided to be upfront and honest as they where when he game was in development you would have gotten that chance.
Taelorn
1 in thread Reload times on Tigre mastercraft [Ask an FLS Developer!]
There's a variable set of bonuses applied to every MC. They don't all get the exact same bonuses. Some are better in different areas.
Taelorn
1 in thread we need a battle port simulator .... [Ask an FLS Developer!]
Quote:
Originally Posted by Narninian
Seems like they have this very thing on the way with the skirmish system.
Correct.

We haven't announced an ETA yet. We'll be providing more info on the skirmish system in the near future.
Taelorn
1 in thread Design reason for low dur on Hard to get ships? [Ask an FLS Developer!]
They're supposed to be expensive cost to improvement ratio upgrades. Refits ships were too good for awhile, and that's a problem because it means you have no reason to use any other ship. So it pigeonholes your ship choice.
Taelorn
1 in thread The 'Triton' Interceptor and other clone ships... [Ask an FLS Developer!]
The Triton specifically is replaced in 1.2.