Dev Chat Logs

Dev Chat Logs
Pirates of the Burning Sea: Dev Chat Log

Matt Lowery | 10 Apr 2008 01:46
Dev Chat Logs - RSS 2.0

The fine folks from Flying Labs stopped by our chat room and answered questions from the community about Pirates of The Burning Sea.

<DelmarWynn> Welcome to WarCry's War Council! Today we are pleased to have the developers of Pirates of the Burning Seas here to chat about
<DelmarWynn> sailing the high seas in the biggest MMO launch of 2008.! Remember that while the chat is going on you can join the general chat in
<DelmarWynn> #warcry.
<DelmarWynn> Questions can be submitted to [QT]Otters by double click on his name or typing /msg [QT]Otters or /q [QT]Otters . Also on questions
<DelmarWynn> sent to [QT]Otters will be put into the queue for answering by the devs. The chat log will be available shortly after the event at
<DelmarWynn> Now on to our honered guests to introduce themselves! Oh to help get this out of the way! I won the t-shirt! Just kidding :)
<[FLS]Aether> First, thanks to everyone for joining us today for the Pirates of the Burning Sea devchat, we are looking forward to your questions.
<[FLS]Aether> Now, for the introductions!
<[FLS]Aether> First up, we have Flying Lab Software CEO and Pirates of the Burning Sea Spokesmodel, Mr. Russell "You can call me Rusty" Williams.
<[FLS]Rusty> Hello!
<[FLS]Aether> Next, is our Lord High Admiral Joe Ludwig, the Producer for Pirates of the Burning Sea.
<[FLS]Joe> Hello!
<[FLS]Aether> David Taelorn hunt is a PotBS Designer, joining us today from high atop the ivory tower of the FLS design bunker.
<[FLS]Taelorn> Hi, and thanks... I think.
<[FLS]Aether> We've also got Community Specialist extraordinaire (and token Brit), Tom Atkinson-Edwards, or Rhaegar as we like to call him.
<[FLS]Rhaegar> Hi!
<[FLS]Rhaegar> !
<[FLS]Aether> !
<[FLS]Aether> And I'm Troy Aether Hewitt, Director of Community Relations. Let's get started!
<DelmarWynn> Arkenor: Question: Limiting conquest chat to a single career has the effect of marginalising Privateers and Freetraders in the organisation of RvR, especially with regards to organising invites for Port Battles. Are there any plans to make Conquest a general skill (with a level requirement)?
<[FLS]Taelorn> Navy have conquest chat because it's one of the benefits of their career, similar to how Privateers have Sanctioned Piracy.
<[FLS]Taelorn> We're not currently planning to move it to a general skill, but it's on the list of possibilities.
<[FLS]Taelorn> Also, the skill work in 1.4 is changing things to make it easier to access some of those abilities.
<DelmarWynn> Milkman: Are there any plans to make it easier to get around Tortuga? There are numerous quest lines there (including the daily one), and there aren't very good ways to get to a lot of them. The existing "tunnels" just aren't doing the job imo.
<[FLS]Rusty> We found the same problem in usability testing. Tortuga was an experiment to see what a large, epic city felt like. Practical answer: Too large and epic.
<[FLS]Rusty> We tried to improve this with Point e Pietre (coming in 1.3) but it suffers from it as well. The real answer is that we're going back and rethinking how we build towns. The biggest changes will be size and zoning.
<[FLS]Rusty> Currently, we require a zone transition to enter any room. That makes sense for large, complicated rooms that you don't frequently visit, but it's not so good for simpler rooms that are often visited (such as the tavern).
<[FLS]Rusty> What we're doing is going back and rebuilding some of the towns (such as the starting Spanish, British, and French ports) and redoing them in a new style that combines both seamless and zoning rooms.
<[FLS]Rusty> Once we get those built (they're after 1.4, we're waiting on some dev tools to make the art pipeline better for this) we're going to go back and retrofit some of the other cities to take advantange of this approach.
<[FLS]Rusty> That'll be the time when we go back to Tortuga and look at improving the navigation structure of it along with converting it to the new dual approach.
<DelmarWynn> Unforgiven[Antigua]: are land based pvp options coming other than port battles?
<[FLS]Taelorn> Our plans for the Skirmish system support both ship and land-based battles, using the settings of your choosing.
<[FLS]Taelorn> Once we see how that works out we'll determine whether and how we want to add more land-based PvP battles.
<[FLS]Taelorn> However, we are primarily a ship combat game and that is where we focus most of our efforts. SO any land combat will be directed at complementing, not replacing, ship combat.
<DelmarWynn> Jethro[blackbeard]: Are there any plans to turn back on unrest decay?
<[FLS]Taelorn> We're planning to do unrest decay through the economy.
<[FLS]Taelorn> The system uses turn-ins in a way that gradually depletes the unrest at a port, which prevents spikes and allows player-driven unrest decay.
<[FLS]Taelorn> That revision is currently in the works, and I believe it's in 1.4.
<DelmarWynn> Milkman: Are there plans to allow us to eventually sell miscellaneous loot to a vendor???
<[FLS]Joe> Yes!
<[FLS]Joe> With 1.3 you can sell avatar items to any swashbuckling trainer.

Recommended Games
Lineage 2
categories: 3d, fantasy
categories: 3d, fantasy