PotBS Dev Tracker

All times are Eastern USA (GMT -04:00)

fraxl
1 in thread Socialization [The Playability Lab]
Quote:
Originally Posted by RogueDH
Well everyone has mentioned all the socializing aspects I could think of with the exception of global chat tween servers like CoH has, although I can see in a more PvP oriented game like this how that might be exploited...

Although how any player or developer thinks that the Real game espionage experts aren't simply using Vent or Teamspeak to do this and simply don't let perceived threat of "spying" effect how they choose to implement their games' chat system is beyond me. ;p Cause that's what the clever ones would be doing even if we had total freedom of speech City of X style. Though I do think it makes sense in a world of multiple lingo's to have to pick up that Diplomacy ability.
We know people will use Vent/Teamspeak, etc and that we can't stop them from spying. Actually helping that along in game is a different story, however...

Quote:
I do like that the closeness of character ability no mater what the level is in of itself it's own Sidekick system. Gratz on being the only other MMO game I know of to realise folks out level their pals and yet still want to play together. Bravo!
Thanks! :-D

Quote:
We are swashbucklers though. I would like to see duels (friendly or otherwise). Even if it's on our own beach instance like the sword master guys in Barila and Maricaibo (or wherever your nation has em). That way you could go in alone each or have up to 5 teammates, either to view or to join in if that allowance was set before hand. If you wanted to wager on it or just do it for fun that would be your option. An "Ignore all" or "Ignore all from -player name-." would be essential, but would be all that would be needed to prevent abuse. Other then that it would be fun and a way for friends to give each other tips on swordplay while not having to deal with mobs. "En Garde!"

Just a thought. Take care.
This is coming. The word to watch for is "skirmish."
Taelorn
1 in thread Deliverance a Large Hull ship? [Discuss: Ships, Ship Combat, & Ship Skills]
Until recently, ship size was tied directly to length. I broke that relationship since I don't like it, but it means ship sizes tend to be equal to ship length.

As such, the Arcadia is huge because it's longer than a Mordaunt. The Deliverance is not large. The ship is huge, just like it says in the help files. There's a bug in the recipe that's using the wrong ingredient.
ttobey
1 in thread Emote Requests [Ideas for the Future]
/fallover

Clumsy fallover? Like a stumble?
fraxl
1 in thread Socialization [The Playability Lab]
Quote:
Originally Posted by LiMuBei
Currently the taverns are mostly occupied by NPCs. Why not let the barkeeper sell the avcom stuff like bandages instead of the trainers?
hiya :-)

I like this idea... maybe let him sell "liquid courage" too. I'm not sure why we don't already do this. It's possible there's a strong design reason why not to do it, but I can't think of one. I'll look into it.
Rhaegar
We post them in one and put a redirect in the other, so that you can get to the same thread from both places

Quote:
Originally Posted by jgoldshlag
Why do you guys have a devlog forum and yet post this sort of message in the news and announcements forum? Why are half the devlog threads there and half here?

Edit: Hah! While I was replying, this thread moved to the devlogs forum. How about all the other devlog threads?
Taelorn
1 in thread Hit and Run with an Invincible La Belle... [Discuss: PvP and Conquest]
There are some global accuracy problems, and the MC La Belle has issues on top of those. It was receiving a double defense bonus (one from the La Belle base plus its own bonus). It should be hard to hit, but it shouldn't be near impossible. Testbed has several accuracy changes, so they'll need to get lots of testing. I suspect they may be too much and will need to be toned down before it goes live. http://www.burningsea.com/forums/showthread.php?t=9892. Give it a test and let us know where the problems lie.

Quote:
Originally Posted by tfsmick
Complaints filed with FLS were told that they consider it something that can be defended against by using a similar ship.
I'm not sure where this response came from, but if it was from my posts that wasn't the intended meaning.

Quote:
Originally Posted by Rhaethe
Ultimately, it comes down to this --

Per Dev Team, the small ships are intended to be effective for Open Sea PVP. Effective means competitive.
Effective, yes. Beating big ships in straight up broadside exchanges at short-medium range, no. The ships will get tweaked until there's a better overall accuracy/defense balance.
fraxl
1 in thread Mission List [The Playability Lab]
Quote:
Originally Posted by Monthar
I like this idea, but I'd like to see it and the difficulty color codes included on the Coxswain's screen too....
Nice screens, Monthar! I'm a bring them with me to our planning meeting ;-)
Rev
1 in thread Taelorn's new devlog on Accuracy changes in v1.1 [Discuss: Ships, Ship Combat, & Ship Skills]
Read it! v1.1 is coming to the live servers next week but it's on Testbed right now.

http://www.burningsea.com/page/news/...ticle_id=10615
Rev
1 in thread Attack on Bartica/ Unrest System [Ask an FLS Developer!]
Ports in the 1-15 area have much, much higher unrest decay rates than ports in the rest of the game world. Flipping ports in low-level areas should be rare, and that will be especially true when we've finished plugging the hole that allows excessive turn-ins.

PvP is a reality in this game and we will lose players over it. The same player that gets fed up and quits at level 3 would probably have gotten fed up and quit when the same thing happened in the 15-30 ports at level 17. We made a conscious decision going into this project that we wanted to make a game that emphasized PvP, but to try doing it in a way that PvE players might find it interesting. Some will, and some will hate it.

I'm sorry some of you have friends (or yourselves) who won't continue playing because of losses from PvP. But yeah, that's the game we made.
Rhaegar
Pirates of the Burning Sea Game Designer, David "Taelorn" Hunt, has published a new Devlog titled: The Road to v1.1: Ship Combat Accuracy Improvements

This is the latest in a series of devlogs about the v1.1 patch.

/ Rhaegar
(posting for Aether, who is sick, poor soul)