PotBS Dev Tracker

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

Aether
1 in thread Aether, a response [Ask an FLS Developer!]
Quote:
Originally Posted by Jahmus
I concur something set up to this effect would be detrimental to help keep track of whats going on. =)
Do you mean to say it would be good, or that it would be bad?

Best,
Aether
Danicia
1 in thread "Doing terrific" [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.
Aether
1 in thread Aether, a response [Ask an FLS Developer!]
Quote:
Originally Posted by kazamx
Just a thought on presentation.

if you have a page set out like

Patch 1.6

Change 1 Title - bla bla bla sort description bla bla bla
Change 2 Title - bla bla bla sort description bla bla bla
Change 3 Title - bla bla bla sort description bla bla bla

Patch 1.7

Change 1 Title - bla bla bla sort description bla bla bla
Change 2 Title - bla bla bla sort description bla bla bla
Change 3 Title - bla bla bla sort description bla bla bla
The idea I had was very similar to what you've posted above. In my mind, I'm seeing a section in the left hand menu of our site. Each Milestone has an introductory paragraph discussing the basic focus for that milestone. Underneath that milestone, you would see a task list, and each task would be a direct link to a forum discussion on that subject.

As we get closer to knowing what the layout will look like, I'll update the community at large and ask for further feedback. This is a tool created explicitly for the community, so your thoughts on what works, or more importantly, what doesn't, will be crucial.

Best,
Aether
DrewC
1 in thread Unrest system in 1.4 = Huh? [Ask an FLS Developer!]
Clearly there is a problem here, I do not have a solution at hand. I'll look into it and talk it over with the rest of the Design team and see what we come up with.

I'm sorry I don't have a better answer.
Danicia
1 in thread Fellow Brits. [North America]
Quote:
Originally Posted by Broom
*shakes fist*

Just wait until I get you in my sights...



Linna
Get 'em, girlfriend! RAWR!
fraxl
1 in thread Thread suggestions [The Playability Lab]
Quote:
Originally Posted by Klaste
I've played through career missions on NO up to level 30, FT up to level 35, and privateer only to 15.. but as far as they go, I was quite impressed with both FT and NO career missions - they sort of allowed you to tell your own story, particularly the navy missions.

However, when I went to go do the first privateer career mission... I talked to a guy, and he had me kill some guy in the bar. Then it was over.

I thought, "Okay, next mission may be better..," but it, too, was just killing some guy in avcom, and returning. Not even any dialog choices. Felt just like any random template mission, except easier (and more rewarding).

So, to stay on topic.. I think privateer career missions (particularly the early ones) could use some flesh, so maybe a feedback thread on that? Or, I guess, direct me to a better place to put feedback for those missions..
Mission Designer says: "if folks aren't diggin' it, then i want to hear about it!"

And so, here's the thread! http://www.burningsea.com/forums/sho...991#post371991
fraxl
1 in thread Privateer Career Missions [The Playability Lab]
Are you a Privateer? What are your thoughts about the Privateer Career missions? Is the story interesting? Are the missions fun? Why?

To jog your memory, here's the list of missions:
Poisoned Words
No Peace
The Ignoble Noble
The Final Deception
Bigger and Better
Stealing their Thunder
The Hangman's Noose
Prize Denied
A Fort Too Far
The Hunt is On
The Final Insult
DrewC
1 in thread Unrest system in 1.4 = Huh? [Ask an FLS Developer!]
Quote:
Originally Posted by CelloStorm
Sorry but this is still unclear. Ok so lets say I qued up a bunch of bundles and the port goes into the red. When exactly do those bundles take effect? When the port goes out of the red and martial law ends? Do I get contention for the PB that is about to occur or will my contention be for the next PB after that?
They take effect on the normal pick-up schedule, every 6 hours. So You queue up 24 hours worth of unrest bundles, the port goes into the red 3 hours before the next pick-up. At the normally scheduled time, the pick-up occurs and the unrest is generated. If the port is flipped while you have bundles queued, the pick ups still happen at the normal time, and you still receive the personal contention for them, and the unrest is turned into contention points for your side, for unlocking port battle bonuses.

If a port enters Martial Law while your have unrest good queued, then you do not get unrest for them. I can't recall off hand if we instantly remove the goods from the queue, or just let them filter out normally, but I believe we immediately remove them. You cannot generate unrest during martial law.


Quote:
Originally Posted by CelloStorm
If they are picked up at their appointed time and the port is already over 5k, what does it actually do? Will econ continue to generate unrest past the 5k mark? What if before the 24 hour time runs out the port flips? When the appointed time comes, does it add to after flip contention towards the 10k bonus for the pb battle? What if the 10k had already been grinded so no more contention of any sort can be added to the port and the appointed time rolls around, what do those unrest bundles/points get applied to?
Yes, if you have goods queued and the port moves above 5000 unrest, the pick-ups will still generate unrest. You cannot, however, add more goods to the queue. Economy goods that are already queued will generate unrest after 5000 unrest, you simply cannot add more goods to the queue at that point.

You should be able to continue to generate contention after a port battle is scheduled, but before the battle takes place. While there are no rewards past 10,000 contention, you should still generate personal contention. Any economy goods that are picked-up during that time should give you personal contention points.

Quote:
Originally Posted by CelloStorm
It just seems like not only are the unrest bundles more expensive per unrest point generated, but inevitably somewhere down the chain of the unrest process some of the bundles will be a complete waste when it comes to generating unrest for the pb they were put in que to bring about. Ok a player might still get personal contention, but did the bundles actually apply any unrest?
If you fill an economy queue, it's entirely possible that some of that unrest generation will be 'wasted', in the sense that it will not generate unrest, only contention. Filling a turn in queue is not something we expect to be a common occurrence.

Quote:
Originally Posted by CelloStorm
See, as far as I can tell, it was already a supplement because it didnt work past 5k. Now its just less of a supplement. Why is it so much better for us to grind NPCs than dump some unrest bundles? You are already slowing down the econbomb effect of the unrest bundles. Why in addition are you making us grind more npcs?
The reason sinking NPCs is better is because it puts you out on the Open Sea where you can fight other players.

It occurs to me that the issue here may be: You want to push the port to Pirate PvP with economy turn-ins, because the interesting part of sinking NPCs on the Open Sea is doing it when the ports in a PvP state and you might get into some PvP in the process. Would that be an accurate statement?
Aether
1 in thread Aether, a response [Ask an FLS Developer!]
Quote:
Originally Posted by keline
Okay.
I just think many of us are now at a point where we're tired of having our constructive criticism ignored.
I didn't get any "constructive responses" there, maybe my criticism was not constructive enough?
Well, how anyone could have made their saving throw against your powers of disarming charm is beyond me. In any case, what I said still stands. I want to hear what you have to say, and we are making changes based on feedback.

They might not all come at once, and we may not be able to address all your concerns- but we are trying.

Best,
Aether
Aether
1 in thread Aether, a response [Ask an FLS Developer!]
Quote:
Originally Posted by beltpouch
Will these dev logs include the devs plan around piracey (i.e. one player stealing another player's stuff) and economic warfare (i.e. the ability of one nation to effect the production capability of another nation)?
I'm not entirely sure those issues are on the docket, but I'll look into it. Quick point of clarification: We've got a veritable cornucopia of Devlogs being written, and they are going to be great. However, the milestone updates will be presented in the form of a section on our site outlining the next three milestones and their individual tasks. Each milestone will come with a brief paragraph describing the over-arching goals, to then be broken down by subject, with links to forum topics for each of the milestone tasks as they are listed.

Take note- milestone tasks will naturally grow, change or be bumped off the scheduled as we progress through our development process. This means that you'll know when a change is made, and we'll do our best to (when possible!) explain why. The bottom line is that we are not just listening to our customers, but finding new and interesting ways to remedy your concerns.

Creating venues to communicate our long-term vision for Pirates of the Burning Sea is a priority issue for me, and I'm hoping this approach will improve our overall communication.

We are still working on presentation and content, but my goal is to deliver this to the community late this week, or early next. Once that information is public, I'll be looking to you folks for feedback on the layout and presentation, so that we can make the necessary adjustments and refine the process.

I'm looking forward to gathering your feedback!

Best,
Aether