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Devlog: The Vision of PotBS
Written by Robert "Xaphod" Goforth   
Wednesday, 12 November 2008
Kevin "Isildur" Macginn has posted a new devlog talking about Flying Lab's vision for Pirates of the Burning Sea.. and.. well, here is their vision statement:
“Pirates of the Burning Sea is a competitive game in which players take the role of adventurers in a romanticized version of the Caribbean in the Age of Sail, and seek fame, fortune, and glory for themselves and their nations.”
The devlog goes into detail about what that all means, and how that's affecting development as things move forward. Good stuff.
 
FLS to End Partnership With Bigpond
Written by Robert "Xaphod" Goforth   
Sunday, 09 November 2008
Flying Lab have announced that they will be taking charge of the distribution and marketing of Pirates of the Burning Sea in Australia and end their partnership with Bigpond.

This will herald the creation of a new server - Defiant - specifically for AUS players, that will be open to all players. Defiant will have port battle times during Australian prime time, which will likely also be a boon to any night shift workers in the US.
 
Flying Lab Unveil New AvCom Plans
Written by Robert "Xaphod" Goforth   
Wednesday, 22 October 2008
Flying Lab Software have been working on improving the Avatar Combat systems in Pirates of the Burning Sea, and have published several developer logs detailing how they're going to do it.

Isildur's epic Introduction goes into detail about the major changes that are involved. In brief:
  • Initiative starts full and regenerates, thereby allowing you to start with the coolest attacks. All combat skills will use initiative.
  • Balance is replaced with "Guard", which works like a continually regenerating 'armour' for your avatar.
  • All skills, items, effects and outfitting are more effective so you feel more in control.
  • There are less skills, but more chains allowing for more focussed customisation.
  • Almost all skills are area effect, making positioning and facing much more important.
  • Enemies have a much broader skill selection and are distinct archetypes.

Other devlogs about the Avcom system include one by Misha, where she details the logistical challenges involved in making the new avcom system a reality, and talks all about 'merges' and 'branches' and stuff. Good read if that kinda stuff interests you.

The third devlog should be of great interest to everyone, as FLS are looking for playtesters. Fraxl's devlog also talks about how they're really going to be ramping up the testing as time goes forward.

All these changes sound fan-drippingly-tastic to my ears, and I for one can't wait to get my teeth into them.
 
FLS Relent On PVP Changes
Written by Robert "Xaphod" Goforth   
Friday, 19 September 2008
Rusty has announced that the Ad-hoc changes implemented in 1.7 are going to undergo quite a few changes this coming Tuesday:
There are two things, though, that we’re going to change about the system. The first is that we’re removing the ability for a wildly outnumbered group to reinforce up to 9. [...] The other change is with the reinforcement timer. We’re changing it from 10 minutes to 5 minutes so that we still get the benefit of outnumbered groups getting help from passing friendlies, but we reduce the ability of larger population nations to converge reinforcements to the battle over the longer time period.
 
Devlog: Moving Forward
Written by Robert "Xaphod" Goforth   
Thursday, 18 September 2008
Pramas, PotBS new Creative Director has posted a new devlog talking about the direction PotBS is, or will be, moving in:
As for the long-term, that’s what we’re debating internally right now. We are tossing around a lot of ideas, but we have not finalized anything yet. That being the case, this is an excellent time for you, the captains of the Burning Sea, to let us know what you’d like to see coming up. Would you like a new epic story? More supernatural content? A new playable faction? New vistas to explore? At FLS we really value community feedback, so let us know what you think on the forums.
 
New Feature Announced: Cargo Manager
Written by Robert "Xaphod" Goforth   
Wednesday, 17 September 2008
FLS' UI Team manager Fraxl has posted a new devlog talking about the Cargo Manager, a new tool that'll make moving cargo around a lot nicer:
From any of your inventory locations (including warehouses and ships), you can click the new cargo manager button to bring up a condensed list of that inventory. Then, you can quickly select all or some of the inventory items you want to move, pick a destination and poof! You’re done. No more endless clicking and dragging individual stacks of items. You can move cargo between any of the ships in your current port and can also mass-delete items this way. It should make juggling your various inventories much easier.
 
New Devlog: Customer Service
Written by Robert "Xaphod" Goforth   
Tuesday, 16 September 2008
Nutch has posted a new devlog talking about how FLS are working on improving their responces to support tickets:
The Flying Lab Software Customer Service Department consists of multiple people, who all specialize in supporting certain areas of the game such as hardware and networking issues, Epic Battles and the Contention System, Missions, and even one who works tickets for pretty much everything else. We also work with the above mentioned 3rd party companies that provide our GM support, one is in America while the other is in Europe. Add to this the FLS Community Team lead by Aether, which includes our forum moderators, and that’s quite a few people to coordinate. This is why we need pretty strong and clear processes, coordinating a large group of people all working on a different aspects of the same project, across many time zones, is challenging.
 
New Devlog: Never Use Black
Written by Robert "Xaphod" Goforth   
Monday, 15 September 2008
PotBS Art Director BSharp has posted a new devlog talking about the use of colour in art, specificall black:
Rembrandt used black. Degas used it. Leonardo too. In fact, all of history’s greatest painters used black. I’m stumped to come up with someone who didn’t. Knowing this bit of information is confusing, isn’t it? Who’s right, Rembrandt or Ms. Meadows from junior year 5th period art class?
 
Milestone 8 Discussion
Written by Robert "Xaphod" Goforth   
Friday, 12 September 2008
Flying Lab have posted a series of threads talking about new features planned for Milestone 8!
 
New Devlog: Scooter Speaks!
Written by Robert "Xaphod" Goforth   
Friday, 12 September 2008
Scooterhas posted a new devlog talking about his time as an intern at FLS:
So, what have I gotten out of this experience? I guess I’m walking out with a new appreciation for game developers, as you’d expect. FLS is doing their damnedest to make Pirates of the Burning Sea great. They are working around the clock nonstop to constantly improve the game even further. We’re never going to be able to make everyone happy, that’s a given. But what we can do is continue to polish and expand the game and to really fulfill its potential. And we can hope that you’ll follow us along for the ride, because, well, who doesn’t like seeing Aether force a pumpkin on my head as part of the development process?
 
New Devlog: Making the Transition
Written by Robert "Xaphod" Goforth   
Wednesday, 10 September 2008
Deqlor, a member of FLS who was a tester and is now a content creator, has posted a new devlog talking about making the transition:
All in all, I’d be lost right now if it wasn’t for the time I spent as a tester. I know more of the game, more of the team, and, thanks to all of your suggestions, more of what the players want. I know that it’s impossible for me to expect my output to be 100% bug free, but I do my best. It gets easier every day as I learn new things and develop new processes for myself. I’ve only been in ConCo for a little over a month now but I love every minute of it. I cut my teeth on some of the holiday content for International Talk Like A Pirate Day, which was a whole lot of fun. That will be live September 17th – 26th. I hope you enjoy it!
 
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