PotBS Dev Tracker

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Rusty
1 in thread Why did FLS launch early? [General PotBS Discussion]
Quote:
Originally Posted by Larhten
One thing i would have expected though is some of the glaringly obvious exploits to not be in there at launch (Eco-bombing). While not completely shiny , i expected some kind of balance , not 'Give everything to Pirates to keep them quiet' approach you seem to be taking. Since pre-boarding ive become less and less active in-game , seeing less and less point to undocking as its fighting a zerg everytime , but a zerg which doesnt even feel the pain regardless how many times it crashes against a wall.
People played differently in beta than in release. You always expect that, but more so than we were expecting. As for the "glaringly obvious" part, well, hindsight's 20/20. Of course we would have liked to have seen and fixed this issue earlier, but here we are, and the fix for it (I believe) is in 1.4.

You know, if you're expecting AoC to have dramatically better polish than us, I think you're going to be disappointed. I'd suggest that you appreciate that they're also trying to do something different than WoW, and enjoy them for what they are.
ttobey
1 in thread Real Swashbuckling [Discuss: Avatar Combat & Avatar Skills]
Quote:
Originally Posted by zaknesbitt
i agree, we need a small sword in fencing
Hello Mr. Zaknesbitt. It's always a pleasure to see you posting.
Are you talking about a second small sword or a small sword to replace the rapier?
ttobey
1 in thread Real Swashbuckling [Discuss: Avatar Combat & Avatar Skills]
Quote:
Originally Posted by MenionLeah
As for the movies, we use those two (The Duelist It was best fencing in film so far.
Agreed.We all watched the Duelist a lot before we started.

AvCom is getting a major redo in the coming months. No release date or finish date yet, but we have compiled all your thoughts.
Aether
1 in thread 1.4 Skill Changes: The Cutthroat [Devlogs]
David 'Taelorn' Hunt has published the last in a 6 part series detailing the pending skill changes in build 1.4. This time around he shares details related to the new career called the Cutthroat.

You can read all about it by visiting this link!

Enjoy, won't you?
Aether
Gray Noten
1 in thread Feedback for 1.3.53.0 [Test Server Discussion]
And now it's live... Thanks for testing!
Rusty
1 in thread Why did FLS launch early? [General PotBS Discussion]
Quote:
Originally Posted by GB
We were told that FLS was under no pressure to do so & that SOE only ever asked them do they need more time.

We also now know that the huge player driven economy was launched with only one leg (PvP) in place of an intended three.
Level 50 players have nothing else to do other than red circle PvP that can upset other players.

Was it SOE's fault or pehaps a gamble to get Potbs on the shelves before Aoc, was FLS in fact in finanacial trouble?
Any idea why they did it or perhaps you feel Potbs was ready for release.
Sorry, I've been introduced to the concept of titleing.

Nope, SOE never asked us to ship early. And no, in no way were we trying to get on shelves before AoC. We don't really think of them as direct competition, and the quickest way to get in trouble is to set ship dates to avoid other ship dates. I wish AoC the best, as those guys are doing something new and innovative (as I'm quite fond of), but if you guys let our issues upset you, you're going to do a disservice to AoC.
Rusty
1 in thread Why did FLS launch early? [General PotBS Discussion]
Sorry, busy busy.

To address the whole thread in one swoop:

Deciding when to release a big software project is always an interesting balancing act. You always release with bugs, and you typically have features that you had to cut to get it to launch.

There are obviously times when someone launches too early - i.e., they believe that they are launching with too many bugs/lack of features to make the product unviable.

The alternative - launching too late - is a rarity, though it does happen.

When we started Pirates, we had a very different scope than what we wound up with. There's an entire world of why we added this feature, cut that one, but suffice to say, we got more and more excited by the direction we were taking the project.

About a year out from ship we had settled on what our final feature set would be, and worked away on that. Because we're a smaller scale project, we picked the things we would be strong at, rather than try to do too much. That was PvP as our end game, ship combat, and the economy.

When we chose to release the game it was because we thought that we'd achieved the necessary stability, performance, and fun that justified the price of the game. You can argue that we didn't hit it (and we are the first to admit that there were some mistakes there), but largely we think we achieved what we were shooting for.

If you were looking for us to have the polish of WoW, you were crazy. They’ve been out for a few years, and had a staggeringly huge budget. We can’t compete on their level, but that’s why we chose to do something different. Our goal was to create a different kind of MMO than what people had played, and while it wouldn’t have the same production values as WoW, it would present a new experience that would appeal to people who were tired of the same old MMO experience that they’d been playing since EQ 1. I think of it as Evil Dead compared to Top Gun. Evil Dead doesn’t have the same lighting, the effects, the sets, etc. What it does have is a very different, quirky take on the world, one that I really enjoy, appreciate, and am willing to pay for.

The danger we have in the industry is that if everybody evaluates new MMOs next to WoW, then there’s going to be WoW, maybe Warhammer, and Bioware’s next project. There won’t be independent, different MMOs coming out because the production on them is simply too high to try and do novel approaches.

So, with that said, of course we’re going to continue polishing the game and improving the experience. And while you may not always get you want, if you try sometimes, you just might find, you get what you need. Oh yeahhhh.
Rusty
1 in thread Why did FLS launch early? [General PotBS Discussion]
Sorry, busy busy.

To address the whole thread in one swoop:

Deciding when to release a big software project is always an interesting balancing act. You always release with bugs, and you typically have features that you had to cut to get it to launch.

There are obviously times when someone launches too early - i.e., they believe that they are launching with too many bugs/lack of features to make the product unviable.

The alternative - launching too late - is a rarity, though it does happen.

When we started Pirates, we had a very different scope than what we wound up with. There's an entire world of why we added this feature, cut that one, but suffice to say, we got more and more excited by the direction we were taking the project.

About a year out from ship we had settled on what our final feature set would be, and worked away on that. Because we're a smaller scale project, we picked the things we would be strong at, rather than try to do too much. That was PvP as our end game, ship combat, and the economy.

When we chose to release the game it was because we thought that we'd achieved the necessary stability, performance, and fun that justified the price of the game. You can argue that we didn't hit it (and we are the first to admit that there were some mistakes there), but largely we think we achieved what we were shooting for.

If you were looking for us to have the polish of WoW, you were crazy. They’ve been out for a few years, and had a staggeringly huge budget. We can’t compete on their level, but that’s why we chose to do something different. Our goal was to create a different kind of MMO than what people had played, and while it wouldn’t have the same production values as WoW, it would present a new experience that would appeal to people who were tired of the same old MMO experience that they’d been playing since EQ 1. I think of it as Evil Dead compared to Top Gun. Evil Dead doesn’t have the same lighting, the effects, the sets, etc. What it does have is a very different, quirky take on the world, one that I really enjoy, appreciate, and am willing to pay for.

The danger we have in the industry is that if everybody evaluates new MMOs next to WoW, then there’s going to be WoW, maybe Warhammer, and Bioware’s next project. There won’t be independent, different MMOs coming out because the production on them is simply too high to try and do novel approaches.

So, with that said, of course we’re going to continue polishing the game and improving the experience. And while you may not always get you want, if you try sometimes, you just might find, you get what you need. Oh yeahhhh.
isildur
1 in thread FLS: We need a Killmail/Killboard system [Discuss: PvP and Conquest]
Killmail-style PvP outcome reporting is on the list of stuff to add to the data publishing tools. So is PvP ranking.
brendanw
1 in thread Exactly how do port battle invites work? [Ask an FLS Developer!]
Aether pointed me in the direction of this thread, and we think this is an excellent topic to write a Devlog on. This current structure of the port battle invite system is a bit complicated (and has had it's share of bugs in the past) and as many of you noted above from DrewC's post there are a few subtle points about it that need some elaboration. In the dev log I'll try my best to answer all the questions/frustrations brought up here. I would start elaborating now, but I'm in the middle of trying to track down the mission list rollback bug some players are currently experiencing since the 1.3 patch.