PotBS Dev Tracker

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Taelorn
1 in thread Defiant Damage is bugged [Known Issues / Troubleshooting]
An unmodified 20lb gun has a damage of 40 and a maxrange of 635. At a range of 250 you'll do around 29-30 total damage. The Oliphant has a 7 DR, which would make it 22-23 damage against full armor. As armor gets damaged, the DR gets reduced and the total value is split between armor and structure. Seeing 12-13 damage is expected if the armor is moderately damaged, as the rest will bleed through into structure.
ttobey
1 in thread How many 'developers' have answered questions [Ask an FLS Developer!]
Quote:
Originally Posted by ummax
wait is this like one of those jokes "how many developers does it take to screw in a light bulb"?
Two artists
3 designers
1.5 programmers

Rusty has forsaken electricity
Rusty
1 in thread Server Balance and population issues. Yes another one. [Ask an FLS Developer!]
Look, I'm back from travelling!

To answer your question, choosing the number of servers is a rather complicated issue. It's based on pre-sales, opening crunch (when people play a higher percentage of the time), and so on. Basically, you have to have a bit more capacity than you're expecting for your opening, otherwise people have poor performance, but you run the risk of having more capacity than you need, which results in lower populations than you want.

We currently have the latter. There are two servers that are really lighter than we want: Bellamy (which is extremely low) and Hornigold (which is low). The rest of the servers are reasonable with varying populations. It's not a surprise why Bellamy is low: our rollout in Spain has been non-existent, with players not able to find the games on the shelf and virtually no advertising. I'm still digging into exactly what's going on there and to see what we're going to do moving forward for this territory, but until we get that addressed, we're going to be extremely light on Bellamy. If I had to do it all over again, I'd a) do the Spanish rollout correctly at launch time (preferrable solution) or b) reduce the servers by two.

As for what we're doing in light of the above, we're going to find out what the issue with the Spanish rollout is and address it. Bellamy really needs that rollout.

As for the rest of the server populations, we're not looking at making any changes in the near term. The reason for this is that our sales have been a continuous, straight line for the last three weeks, so we're adding people at a pretty good clip. Nobody knows, of course, how long that line will remain straight, which means we don't know what our initial population is until it starts to taper off. In the meantime, as we're adding people which increases concurrency, we're also reducing concurrency because people play a crazy amount when the game starts. After a while, they move to a more normal playtime. Which means that there's a smaller concurrency from the same level of subscribers, so the growth of subscribers is offset a bit by this.

People ask about this in the context of PvP, because, of course, you want people to play with. There are two elements that reduce PvP which are unrelated, but exacerbate the issue. First, people are trained by other games not to PvP until they hit level 50. We're very unusual in that you can PvP from level 5 onwards! I was just looking at the graph today, and of course, most people aren't at level 50 yet, so they're not inclined to PvP. There's really nothing we can about this (we've tried education, but it's hard to reach everyone) but it's a problem that rectifies itself naturally.

Second, our risk vs. reward structure dis-incents people to play PvP. We're all in agreement that this is true, and we're working on the changes we need to make to correctly incent people to PvP. We'll announce more on this over the next week as we talk about the 1.2 patch. Keep an eye out for the dev log.

Finally, if you're interested in how we think we're doing, well, just fine thanks. There are things we'd like to improve, but the reception of the game has been really good, for both players and the press, and our numbers are good. We have some new hires to announce, and some exciting overseas news that we'll be announcing soon.
isildur
1 in thread Lets Be Honest about the Economy [Discuss: Economy]
Quote:
Originally Posted by Bonham
... otherwise the market for them will eventually become fairly stale.
That's more or less intentional. When we started talking about giving out outfitting as loot, we knew that it would devalue economic production of any similar or comparable outfitting. The compromise we came up with is that General outfitting is not competitive; you will often get loot from missions or just random kills that is as good, if not better than, the General outfitting that can be produced.

Slot-specific outfitting, on the other hand, is never given as a mission reward or loot drop (with a few rare exceptions). The slot-specific stuff is considered economic turf, and poachers are shot on sight.
Danicia
1 in thread Red Parrot Claim Number [New User Questions]
Quote:
Originally Posted by PortRoyalSalvage
I purchased the Prima digital download for the manual and I am trying to claim my red parrot, but for the life of me, I can't find my claim number? The only number I have associated with my download is the account number I received on my digital invoice, and that's not working. What am I missing here? Can someone please point me in the right direction. (I already emailed the digital provider regarding this, but got no response.)
Thanks.
You'll need to go about halfway into the book. There's a small thin white piece of paper that says "Here thar be PARROTS". (I'm looking at mine right now that I removed from the book)
Danicia
Hello all,

A couple of things...

We do have Community Rules and you should read them before posting and responding.

If you feel there is an exploit in the game, you should file a support ticket with all the information. Per the Community Rules:

Do not discuss Exploits
Exploits in Pirates of the Burning Sea should be reported via the Support Website not the forums.


Also, we have other rules to review, specifically:

No Flaming
While debate and discussion are encouraged, we will not tolerate rude or insulting posts, personal attacks or inflammatory posts of any kind.

No Trolling
Posting in a thread for the sole purpose of harassing a user or derailing / hijacking a thread topic is not allowed.


Since this thread doesn't really serve a good purpose, we'll close it out. Please remember to use the Support system for bugs or assistance. Please use the "report this post" feature instead of responding in flames to another poster.

Thanks for your attention.
isildur
1 in thread Lets Be Honest about the Economy [Discuss: Economy]
Ok, looking into the manufactured items drop rates is On The Design Whiteboard.
Taelorn
Quote:
Originally Posted by KittyMac
If you envision +accuracy as a "fight-changer in PvP", will there be a mechanism added in order to counter accuracy?
It should be a fight changer in how it impacts your strategy, similar to how short range damage can be the same. I doubt there will be a specific counter mechanism. In this case, adding a counter mechanism wouldn't help diversify things, because the counter would help you universally. Thus, if you were using the counter and they weren't using accuracy, then you'd win. If they used accuracy, you'd simply cancel each other out. For now, I prefer to look at the overall issue of fights taking place at long range instead of adding a new variable.

Quote:
Originally Posted by Wintersdark
Ah, so your fear here is that those low level players, if facing a fast, maneuverable high level ship will be basically screwed
Yes. That's one of the main concerns. A significant portion of the game is built around everyone being able to contribute to PvP, albeit not all forms of PvP at all times. I have ideas on how to expand things without breaking what's already in place, but it's too early to go into details.

Quote:
Originally Posted by Cpt.Owen
No his fear is that a 9million ship gets sunk by 10k ship because the guy in the 10k ship is skilled at using small ships and the 9m ship captain is a newb thinking it is cruise control for win.

This is because half the population only know and understand WoWology where the most expensive = win win.
I'm not scared of small, cheap ships sinking big, expensive ships. The ships are setup specifically so that it's possible, if difficult. It's pretty common to see low to mid level ships beating high level ships. The problem enters when a cheap ship is expected to beat an expensive ship. In that case, building anything but small ships would be a complete waste.
isildur
1 in thread Ultima Ratio Quest [Discuss: Careers]
Sorry, yeah. Internally we work on new features in one of several branched copies of the game. When I say 'in 1.1' I don't mean 'in the version you're playing'; I mean 'scheduled for patching before the big lockdown for 1.2'.
Taelorn
1 in thread Ultima Ratio Quest [Discuss: Careers]
They're not in the first release of 1.1, but they're in an upcoming 1.1 patch.