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  #11  
Old 08-02-2012, 03:25 AM
Join Date: Aug 2011
 
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Originally Posted by lhaberke View Post
Meanwhile, we will have new Nicole Kidman and Katie Holmes follow pets to look foreward to.
I would like a pet that you can ride.
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  #12  
Old 08-02-2012, 06:48 AM
dsaur2
 
Join Date: Aug 2008
 
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This game is not "realistic". It is a strategy/tactical game set into the context of 18th century naval combat.

When people cry foul over realism, or when FLS wants to be more "realistic", I laugh.

The so called buffs, "magic skills", and other skills that are not "realistic" serve a more important function, they are tactical options players can use to their advantage. Suffice to say, as much as I hate being stunned by privateers, I like the game the way it is for its options, variability, and challenge. I am a hardcore pvper and almost no fights are the same. FLS should try to preserve that.

To further address "magic skills." Think of them as ways to simulate the intangibles of good captains. Good captains can make their crews and ships perform to a higher level than a poor captain (in real life). How do you simulate that in a game? Well, in my opinion, with the skillsets we have available to us now.

I have not tried 2.11, I don't have a testbed character. But I have two main objections to it; first I really enjoy shipcom (I enjoy it more because of the challenge of mastering it), and I have heard mostly bad things about 2.11.

FLS would be better served, IMHO, by devoting their time to fixing things that people regularly complain about. AVCOM is the weakest part of this games. Missions can be repetitive and boring, but are less so than fleeting lol. More RvR. Right now RvR is caught in 2 extremes, small RvR which is OS pvp, and port battles. Why not develop middle of the road RvR encounters than OS pvp and smaller (easier to attend) than port battles? My old suggestion was the ability to do impromptu port raids, mini port battles that all levels can attend.
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  #13  
Old 08-02-2012, 11:44 AM
Join Date: Jan 2008
Server: I
Society: Miss
Nation: Hesh
Career: :(
 
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Quote:
Originally Posted by Nestcrow View Post
I would like a pet that you can ride.
I'd ride Nicole Kidman around the dock...
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  #14  
Old 08-02-2012, 02:09 PM
inkjet
 
Join Date: Jan 2008
 
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Originally Posted by Josh_Brown View Post
I'd ride Nicole Kidman around the dock...

Rumor has it that she will come with various options allowing players to add and remove clothing.

FLS expects this will be it's more successful "follow" pet, and will easily generate enough cashflow to pay for the Avcom overhaul.
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  #15  
Old 08-03-2012, 03:39 PM
Join Date: Jan 2008
Society: CRIMSON BLADE
Nation: filthy pirate
Career: sending ships to the crushing depths
 
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We don't need another history lesson on what realism is, if that were the case we would not play games and pillage and plunder in real life. With that being said, the game IS taking steps to more justifiable skills. Such as toggling crew to do tasks that make sense, such as focus on repair, focus on sailing etc. FLS is going in the right direction so I give them that, eager to see how it pans out.

-Cannonball

excuse spelling errors just got off work and to lazy.
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  #16  
Old 08-06-2012, 03:36 PM
Join Date: Mar 2009
 
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But you forget ONE essential matter:

WE DONT NEED MORE REALISM!!!

With the current skills and ships it takes skill and communication to win a PvP fight.
Thats perfect and it keeps the players playing.
There are those magic skills but its not klick-to-win. You can klick invince but if you klick it in the wrong situation you are dead anyways. same with final-D, breaks etc.
e.g: rats charge a Nation group with full wind.
HOW would you ever get them off your stern? answer is easy: never cause you need a BREAK to prevent a 6-0 loss.
IF break rudder will stay as it is the situation is even worse..

All skills have their value in this game. They are all here for balancing to get even fights.
At the moment that works very fine and noone sees the issue with the actual skillset.

If you want to sail a historical correct ship/pirate-game then either play "Sea Dogs" or look for a SIMULATION..
No need to disrupt a working system cause >>>most<<< Players apreciate the mechanics as they are atm..

ty
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  #17  
Old 08-06-2012, 05:42 PM
Join Date: Jan 2012
Server: Antigua
Society: Deer Ridge Militia
Nation: Great Britain
Career: FT/NO
 
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Well, I do have to say FLS is taking baby steps on realism now since we learned about that patch. Unfair yes, but it makes sense.
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Quote:
Originally Posted by Raybones View Post
This patch is FLS's version of the Jay Leno Show
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  #18  
Old 08-07-2012, 01:51 PM
Join Date: Jan 2008
Server: Tiggy
Society: Free Traders of the Caribbean
Nation: I hear Brittain is nice this time of year...
Career: Merchant
 
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Quote:
Originally Posted by lhaberke View Post
Herein lines the problem with the new patch.

FLS is trying to make the generic repair skill more realistic by requiring crafted materials, but repairing a ship during an action is as unrealistic as you can get.

During combat carpenters did not climb out on the hull with hammers and nails and patch a hole in the hull, not did they run down to the hold and bring up a new mainmast after the old one was shot/cut away. Granny Yokum did not sit in her cabin during combat stitching new sails from cloth.

They are trying to get away with everyone having their own healer on board to suppliment their mage.

FLS is having tramatic seperation problems, they can't seem to get away from the "Holy Trinity" of healer, mage, and dps, and just make a game unlike WOW.

Oh well, maybe next patch they can make the ship combat just like ship combat in SWTOR......and convince themselves that it is a step away from WOW.

Meanwhile, we will have new Nicole Kidman and Katie Holmes follow pets to look foreward to.
To be honest, it was actually quite likely they would attempt repairs during an engagement. Unlike what is portrayed in recent pirates movies, naval battle often took hours with ships repositioning and firing, disengaging and repositioning again. Battles were rarely a side to side hammer on each other until someone sinks. It was about sustainability over a lengthy engagement. Therefore, it is quite likely they would attempt to effect repairs during maneuvering.
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  #19  
Old 08-07-2012, 03:12 PM
Join Date: Apr 2011
Server: Roberts
Society: Hans Majestäts Kaparflotta
Nation: France
Career: Naval Officer
 
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Quote:
Originally Posted by metlkelley View Post
To be honest, it was actually quite likely they would attempt repairs during an engagement. Unlike what is portrayed in recent pirates movies, naval battle often took hours with ships repositioning and firing, disengaging and repositioning again. Battles were rarely a side to side hammer on each other until someone sinks. It was about sustainability over a lengthy engagement. Therefore, it is quite likely they would attempt to effect repairs during maneuvering.
Repairs, yes. As in plugging leaks in the hull. Mind that this only makes the hull take on less water, and mostly served to keep stores dry and the ship from taking in too much water to affect seaworthiness. The repairs weren't very effective, but neither was the danger of getting sunk by gunfire very large.

Fixing the rig would mostly not be done unless small easy fixes. Fixing guns didn't happen, those things weigh tons. The most severe damage in battles was crew casualties, gun loss and broken masts. Neither could be fixed in battle. Then of course gunpowder explosion but that means dead ship, so no repairing that.
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Heavy pvp ist die Königsdisziplin.
I support 17:00-23:00GMT PB window for Roberts.
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