PotBS Dev Tracker

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isildur
1 in thread Cargo Dumping Fix ETA [Discuss: PvP and Conquest]
Quote:
Originally Posted by Garbad_the_Weak
If you offer a 100% surrender and its refused and you are sunk, what happens to the cargo? Is it simply lost, or do you retain it?
In any case where you lose a point of durability, all unsecured cargo is lost. The only question is 'does anyone get to loot it?'

In the case where you offer 100% and are rejected, the answer is 'no'. It's assumed that, realizing the pirate is offering no quarter, you flood the hold and send the whole load to the bottom.

As the victim, your outcome is the same one way or another: all cargo lost. But with the 100% surrender case, you at least get the satisfaction of knowing that the bastard didn't get any loot for his trouble.
isildur
1 in thread Pirate Pennom drop rate? [Ask an FLS Developer!]
Is the concern about respecs or about pennons? If it's the former, it's pretty easy for me to make the kills-to-respec the same for pirates and nationals. If it's the latter, it's a bit more complex. The intent of those missions is interesting supplemental rewards on top of the loot spammed at you by Scavenge. I can up the drop rate of pennons easily, but then there's another tuning pass through the turn-ins I'd need to make to keep item availability roughly where I want it.

If you're mostly concerned about respecs, though, that's a pretty simple thing that I might even be able to sneak into 1.2.
isildur
1 in thread Cargo Dumping Fix ETA [Discuss: PvP and Conquest]
Quote:
Originally Posted by FeydmanKasaad
They can change if they want, its their game and the mechanic should work correctly. I just wonder how long before the pirates start whining that they are still not getting much if anything. If you manage to catch me, you'll have to sink me as I don't surrender, least of all to pirates. Assuming I'm even carrying anything, I figure I would rather see everything I have at the bottom of the sea than in the hands of an opponent. I lose a bit of time and durability, both of which I can well afford; you get nothing but the satisfaction of sinking a cargo ship (assuming you win). More than likely you will get sunk once my friends show up. A nice fat cargo ship makes for good bait. lol
To clarify how it will work in 1.2, since it sounds like there's some misconceptions:

If you don't surrender, and the pirate sinks you, he gets half your unsecured cargo.
If you don't surrender, and the pirate boards you, he gets all your unsecured cargo.
If you offer 100% surrender, and the pirate rejects it, he gets nothing (no matter how he defeats you).

And, as always, this is not a change that came as a response to any particular group's complaints or suggestions, no matter how vocal or how large. This is a change that I've been talking about for months and months; it's just finally making it into the game. And it's about damn time.
isildur
1 in thread Pirates are overpowered!! [Ask an FLS Developer!]
Currently I've got three things I'm thinking about re: pirates.

First, we're talking about battle population on a per-nation basis. That means that we could potentially give pirates a higher pop cap than other nations -- specifically, we've been discussing port battles, but I could imagine applying this concept elsewhere. We're still hashing out the implications of this for PvP, so we're not anywhere near making it happen yet.

Second, we're doing a complete tuning and balancing pass through the skills. You're absolutely right that the pirate skillset was constructed with solo effectiveness in mind, and that the Navy skillset was constructed to make them much more powerful in groups than solo. However, we don't intend for pirates to be unable to group, or not competitive in groups. There are a lot of skill tuning changes coming in 1.2 and 1.3, and we're looking at what pirates need to be competitive with their particular playstyle (which is to say, emphasizing maneuver and position over raw throw weight and armor). We'll have more to tell you about specific skill tuning in the very near future (which is to say, Taelorn is finishing up his initial pass through the skills even as I type this).

Third, we've got alternate port battles on the schedule, which really means 'pirate-specific port battles'. We want to create port battles that feel more like pirate raids and less like line battles. We're talking about alternate victory conditions, different population caps, and ship size restrictions on entry. These are fairly large chunks of work, so you won't see it in 1.2, but it's on the way.

Generally, I don't want to remove pirates from the conquest game; I want to make them effective in conquest in alternate ways. The ability for pirates to repeatedly raid minor ports for victory points is a small step in that direction; I'm looking for ways to systematically change the pirate conquest experience so that they can 'win' while feeling like they're pirates, not a navy with black sails. I have some thoughts on how I want to do that, but they are not set in stone yet -- which means I'm taking suggestions about pirate conquest mechanics. If you have an idea, let me know so I can potentially add it to the list of pirate feature enhancements I'm working from.

Also generally, any time you find yourself thinking 'devs hate pirates': you're wrong. But you have a way more hands-on experience of pirate gameplay, especially in groups and especially at higher levels, than most of us do. Even when we're playing, we're still thinking about the big picture, not the moment-to-moment experience. So the best thing you can do when you encounter something that's obviously stupid: let us know about it. In most cases, it's something we just don't see as a problem -- but if you do, then we need to take another look at it.
Danicia
1 in thread Driving us off the game [General PotBS Discussion]
Quote:
Originally Posted by Ed Anger
he hasnt been flamed at all,
Not that you can see now.
Danicia
1 in thread I like this game. [General PotBS Discussion]
/sign along with the others
Danicia
1 in thread What will kill this game [General PotBS Discussion]
Hello all,

We do encourage people to discuss and even debate almost whatever they wish. As long as people do not break the PotBS Community Rules, you can discuss your thoughts on the game.

However, if you do want to respond to a post where folks have expressed frustration or dissatisfaction, you should also be following the PotBS Community Rules.

Specifically, these rules:

- Do not abuse new users
Remember that new users will not always know where to find information that may be common knowledge to the seasoned forum user.

-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.


This has been a decent discussion and even some decent debating. Let's not ruin it, thanks!
Taelorn
1 in thread PvP Surrender (Smuggling Skill broken) [Discuss: Ships, Ship Combat, & Ship Skills]
We'll look into the bug on the surrender cargo skill.
ktatroe
1 in thread Submit Button Disabled? [Flags and Sails]
At the moment, the only things that would cause the Submit button to be disabled are:

- missing title
- title less than 5 characters
- title more than 30 characters

As noted, it only checks when focus leaves the title input (so you need to tab out of it, or click out of it).

If you're sure none of the above is the case, please do file a ticket on the http://www.burningsea.com/support support site so I can look into it. I've been unable to reproduce the problem, so the more detail you can provide, the better.
Aether
1 in thread Pirates are overpowered!! [Ask an FLS Developer!]
A lot of important issues have been raised in this thread, and I'll be contacting a Designer to stop by and address them with you directly.

My apologies for the length of time it took to get this on our radar, but now it most certainly is.

More information to follow.

Best,
Aether