PotBS Dev Tracker

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Marion vanGhent
1 in thread My Flag was stolen [Flags and Sails]
As Zaklina's initial concern and how to bring it to the attention of the admins has been addressed, and as Kevin T has noted we're working in better ways to both report and prevent "stolen flags" in the upcoming UC system revamp, I'll retire this thread for now.

Meanwhile, please PM the entire 2D Steering Committee rather than post on the forum if anyone re-submits your work without your express permission. That would be Emwsand, Sadet, Toshiro, AND yours truly These situations will dealt with within a couple days of being brought to our attention.
Marion vanGhent
While I certainly appreciate the sentiment, we already have a thread for flag and sail vote requests. Let's continue using that as our central place to look for new designs that people want considered for the game, and continue encouraging people to post previews directly in the forum before submitting a design for review to get constructive feedback on it.

Yes, the current system isn't working as intended. Yes, fixes are on the way. You'll hear more about them early next week.
Taelorn
Quote:
Originally Posted by MosbyRaider
Small ships don't win battles when they sit there and exchange broadsides with large ships. To act like small ships can just sail up close to a large ship and duke it out is BS.
If you take a plain small ship and sail up to a large ship you'll get slaughtered. You have to use the accuracy mechanics to the fullest to win out a broadside duel at close range.

Quote:
Originally Posted by CharlieChaos
NO have large amounts of Def buffs you guys are now increasing the Def on SoL when you put a NO and a FT together and then have the buffs stacked its something like 214% lets add 214% to the now buffed SOL.
214%? Where'd that number come from? SOLs are still very easy to hit, especially when you factor in their lack of maneuverability.

Quote:
Originally Posted by Valeroth
However, Taelorn... Unless I'm missing something on testbed we have no real way to test these changes.
Yes, that's a definite problem and it's something that needs to get fixed. It'll hold true for all testbed tuning changes.

Quote:
Originally Posted by thintalle
Could you also consider other changes to diversify ships within their size group a bit.
Once I'm satisfied with the performance of most ships, the upcoming tuning work will be focused on creating more ships that are unique in their capabilities. Sort of like the Triton, and you'll see a mid-level version of that ship in 1.2.
Taelorn
1 in thread Feed back on 1.1.53.0 [Test Server Discussion]
Quote:
Originally Posted by bgcheese
Medium SHIPS really are too weak now!!!!

Well we tested out the new ship settings and it really makes the medium ships very weak to the point that some missions are so difficult that we didn't want to play.

I think the problem is the Medium ships defense seems alot weaker now, and the NPC ships can switch targets faster than any human and they keep rotating so that there are always cannon balls coming your get no breaks to run.
Need more information. What level of mission is it? What ships are you fighting?
GavinIrby
1 in thread Why can't i continue the Plot Tryst arc? [Discuss: World & Missions]
The reason the storyline with your loved one continues with a level 35 quest is that you are intended to do other content at this point. While Plot Tryst has a known bug with regards to the reward, the quests themselves work fine.

You will free your loved one with a quest called "Love is a Battlefield" (available at about level 30). But first you must complete the Ibrahim/Yusuf quest line, which involves finding thier contact in the Caribbean and the location of the lost branch of their family.

Like all sub-plots in the RP story arc, if one patron stops giving you missions, do the quests for the other patrons. They're all related, and you can't simply do one sub-plot and follow the story to the end.
GavinIrby
1 in thread The RP Story Arc (Questions answered here) [Discuss: World & Missions]
Lemme see if I understand, Karkh. You completed the quest "Scholarly Pursuit" when you fought the Knights on the beach. Then you took "Study Period" from your scholar friend, which lead you back to Cray's house. Is that quest still in your log?

If you never took "Study Period," then you should still be able to go back to Carbanaras and take the mission from "Cray's Hideaway."
Misha
1 in thread Feed back on 1.1.53.0 [Test Server Discussion]
Valeroth, I don't know what Sharon was smoking when she told you that was fixed in 1.1.x. It's logged in our bug database - it's on our list of things to fix - but it hasn't been fixed yet. And we know that. Sorry for the confusion.

You can re-open incidents for a certain amount of time after they're closed. Like 3 days, maybe? We at FLS can re-open them whenever. If you think we should increase that time-out, I'm happy to try to figure out how. What's reasonable? A week? Two weeks, maybe?

Thanks
Misha
1 in thread A little tip for a testserver. [Test Server Discussion]
I wish we could copy the character of your choice from one of the other servers to testbed. It was easier when we were in beta and only had one cluster - we could just copy that db over. We've been discussing the idea - it would help us test things too if a player reports a problem on a character. But we can't do it yet...
Misha
1 in thread Porting causes game to hang [Known Issues / Troubleshooting]
Aha! ailar's report is the one that clued me. We strongly suspect we know what the problem is and that it's fixed in 1.1.x. If you want to test it out to see the changes we made in that build improve the situation for you, go for it. If it doesn't help you, let us know and we'll keep digging.
Taelorn
1 in thread Feed back on 1.1.53.0 [Test Server Discussion]
Quote:
Originally Posted by CShaughnessy
These changes, as I understand it, are intended to make large ships better able to kindling-ify small ships at close ranges, which makes sense - this is exactly what they should do. What I have noticed is that small ships are easier to hit with large ships at ALL ranges. <snip>

My suggestion would be to leave the accuracy buffs in place (and the small ship defense nerf), but to actually *increase* the accuracy penalty due to relative motion from its 1.0.48 values.
That's correct. I'm working on the long range issue. The proposed solution doesn't actually work due to how we handle accuracy, and that's why we have a problem now. The more impact relative motion has, the harder it is to hit small ships up close and the easier it is to hit them at range (comparatively). That's because there isn't as much relative motion at long range. So, I'm moving values around to get around that problem. I've got another set of changes to tweak the accuracy differential at range that's almost ready to go.