PotBS Dev Tracker

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Danicia
1 in thread Qyestion [North America]
Thread closed by OP request.
fraxl
1 in thread Point a Pitre Feedback Thread [Discuss: Graphics and Sound]
Quote:
Originally Posted by NameTry2468
Fraxl. I hate to say it, but I think your entire avcom space development team needs to rethink their entire philosophy from the ground up. Take some time to look at how other games design their cities and spaces. Point-a-Pitre was merely the extreme of a much larger pattern that defines all of avcom space in this game.

I wrote about this back in Beta/Stress. You can read my advice in the archive post:
http://archive.burningsea.com/forums...46&postcount=1

If you look at the 3 typical coast, jungle, and mayan levels, you see the same "node-line" pattern, and it happens all over. Port Royal is a great example of this too, though it's size makes it somewhat less offensive. Paths need to interconnect back to each other in several places. When I get more time, I can go through this in more detail, but I can't help but be blunt with you guys. It wasn't just Tortuga and PaP.
Thank you :-)
I tend to agree with you... and we actually are taking a look at how we design rooms based on feedback like this. I'd definitely like to hear more of your thoughts when you have time. If you're interested, I made a thread in the Playability Lab forum to talk about this in more depth.
fraxl
1 in thread Avatar Spaces [The Playability Lab]
We've heard that avatar spaces (towns and missions) could use some improvements... So tell me:

What do you think of the way avatar spaces are set up?
How do they affect the way you play?
If you could change one thing about them, what would it be?
Aether
1 in thread Formal request for second round of Transfers. [Ask an FLS Developer!]
I'd like to gather some feedback from the individuals posting to this thread on my new harrasment policy Devlog. If you've got a moment, would you mind stopping by this thread, checking out the new policy, then letting me know what you think?

Your feedback is greatly appreciated!

Best,
Aether
Aether
I've just published a new Devlog titled: The PotBS Harrassment Policy: V. 1, and I'm anxious to hear what you think.

So take a moment to visit this link, then come back and let us know your thoughts on the matter in this thread.

Enjoy, won't you?
Aether
ktatroe
1 in thread New Devlog: Sharing Game Data [Devlogs]
Quote:
Originally Posted by ArmEagle
As you said 'supposedly'...
I wonder whether testbed IS supposed to return anything. I wouldn't have a clue why it wouldn't. But that's the way it is.
Testbed, as I understand it, should return data -- but given the nature of Testbed, I wouldn't necessarily rely on it. I'll look into it and provide a definitive answer. I'm also looking into the new port state; it shouldn't yet be being exposed.
Taelorn
There will be more details on the changes not listed here next week.

The new navy speed skills are pretty heavily restricted. They can't use them in concert.

Stat caps are not changing.
DrewC
1 in thread Port defense mission: 1 Poit Unrest ? [Discuss: PvP and Conquest]
Quote:
Originally Posted by Xavin
Well with just generating one point, they might as well not be there at all. How short term are you talking, next week, or 1.4?.
I would say 1.4.

Quote:
Originally Posted by Xaphod
That'd actually be an interesting way of solving this kind of problem - have the act of defeating the ships in the patrol mission be what generates the unrest rather than the turnin.
The problem with that solution is that you could generate the unrest, cancel the mission, and then take it again.
Danicia
1 in thread Formal request for second round of Transfers. [Ask an FLS Developer!]
Merged three threads on the same topic together.
fraxl
1 in thread Point a Pitre Feedback Thread [Discuss: Graphics and Sound]
Wow. We hear you! I’ve just finished reading all of these comments and boy, do we hear you. Let me go ahead and summarize what I’m taking away from this thread:

First, there’s the texture problem. We know what caused that one and it’s being fixed…

Other than that:
Stuff you need to do is too far away from the coxswain.
Too hard to find your way around – “mazelike” is the word, I think.
The map is hard to read because of all the stairs / 3D areas.
It’s too big.
The tunnels are repetitive and boring.

But of course, some of the areas are really pretty.

So, we're working on solutions for these things (except the part about it being pretty, that is) and I'll be updating you about them soon... In the meantime, we really appreciate your feedback! Let us know if there's anything I left out here.