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Beta Keys Expire Early
Written by Robert "Xaphod" Goforth   
Wednesday, 26 December 2007
Earlier today due to an error all beta keys were deactivated, preventing anyong from logging into Pirates of the Burning Sea, however FLS and SOE quickly resolved this problem and access was regained, though not before many beta testers started getting the shakes..
 
Child's Play 2007
Written by Mag   
Saturday, 22 December 2007
The yearly Child's Play, organized by the guys from Penny Arcade, is fully ongoing again. Since 2003 gamers have banded together to help sick children get new toys, games, books and money for Christmas. It started out in North America, but has currently expanded to several countries across the globe.

The current score stands at $974,000. You can donate cash directly, or select a hospital from the map to donate toys or games to which you directly buy from Amazon.com.
 
And also..
Written by Robert "Xaphod" Goforth   
Friday, 21 December 2007
Fls have said:
Is this for real? Seriously? We dont have time for this, were trying to make a game here.
 
Potbs Open Beta Closes January 1st 2008!
Written by Robert "Xaphod" Goforth   
Friday, 21 December 2007
[We'd] been planning to end the Open Beta this Sunday the 23rd. But we’ve heard from so many players who want t play over the holidays that we’ve changed our minds.

The Pirates of the Burning Sea Open Beta will now run until the morning of January 1st, 2008! That gives everyone one more week to play the game, see what we’re doing, and check out the very latest improvements and changes.
In other news, Open Beta players who preorder PotBS will recieve an exclusive flag and sail combination for their ship, and FLS have an "EPIC" end of beta event planned.

FLS are now working on post launch features:
Our art and content teams are working now on the first free content update, coming in March. This includes a stunning new capital city for France, new missions, new repeatable group instances, and much more.
 
New Devlog: Refit Ships
Written by Robert "Xaphod" Goforth   
Friday, 21 December 2007
...the overall effect were looking at is that refit ships will be competitive to, but not necessarily superior to, other ships at their level. Given that they use the refit package as a major part of their cost, and that cost is no longer an economic one, theyre generally less expensive in raw doubloon costs, making them viable alternatives for a pure PvP player. PvE players will still be able to get them through their career mission rewards and the Conquest missions, but they wont have them shoved down their throats and can choose from the same Marks of Victory reward items as desired.
 
New Devlog: Changes to Swashbuckling
Written by Robert "Xaphod" Goforth   
Friday, 21 December 2007
One of the areas with the most room for improvement has been the balancing of our Swashbuckling skills. Many skills were clearly better, or worse, than other skills of a similar cost. There were clearly right and wrong choices of skills, independent of your desired play style, and we wanted to reduce that. Obviously some skills will always be better for some play styles, but we wanted to make the choices a bit more interesting. Weve made numerous small changes in this department, too many to list here, but there are a few big picture changes I want to call out specifically.
Click here to read the devlog in full!
 
Exploration Gameplay on GameTrailers.com
Written by Robert "Xaphod" Goforth   
Thursday, 20 December 2007
 
Patch Notes for Build 1.0.25.0
Written by Robert "Xaphod" Goforth   
Thursday, 20 December 2007

Patch notes are now not subject to any NDA.. so here they are:

This build includes some very important tuning changes to Ships of the Line and to swashbuckling. Some more performance and stability fixes are included, as are new town voice effects recorded with actual foreign-language speakers! The latest drop of localized text is also included.

Read more...
 
Jess Elbow and Theresa on Epileptic Gaming
Written by Robert "Xaphod" Goforth   
Tuesday, 18 December 2007
 
Red Tide
Written by Robert "Xaphod" Goforth   
Sunday, 16 December 2007
There's a new Beta-log thing posted on PotBS Vault detailing the developers' quest to improve a mission named Red Tide

...But if you and your group can keep the fort alive and firing, and can coordinate your own ships, skills, consumables, and tactics, you can triumph. And when that boss ship goes down, he drops some great loot you won’t find anywhere else. Since you can play Red Tide as often as you like, you can keep getting better and better at it until you’ve scored all the loot you can carry. The new Red Tide is a blast. It’s the first of a new series of missions we’re working on that will be very hard, replayable group content spread across the level curve. Red Tide is a simple example that you can play in about 20-30 minutes, and it’s only level 6 so the training wheels are definitely still on.

There's also talk of future similar missions designed for groups.. sounds a bit. well.. "raidy" to me..
 
Devlogs: Ship Tuning and Ships of the Line
Written by Robert "Xaphod" Goforth   
Sunday, 16 December 2007

A couple of Developer Logs have been posted on the official site, the first about retuning ship speeds on the Open Sea - making fast ships slower but leaving slow ships alone.

We’re going to be changing [the OS travel speed] by adjusting the speed scale in an upcoming patch. Right now, the slowest ship in our game is 45 knots, while the fastest is currently 75 knots. The change will adjust the speed of our fastest ships down to 66 knots, but will have no effect on the slower ships. Most frigates are seeing a speed change of 0%-4%, while the most highly impacted small ship is seeing a reduction of 10% (with one outlier, the ‘Halifax’ Mastercraft Schooner, reduced by 12%).

The second is about Ships of the Line, and how FLS are tuning the method by which they are obtained to make them rarer.

What were doing is making SOLs much more expensive to construct. While the actual doubloon cost to execute the recipes will be larger, the more important factor is that making them will now consume far more economic goods. The goods used to produce an SOL will not just be high-end specialty items, either; low-level players who only dabble in the economy will still be able to make goods that are needed to build an SOL. This means societies will have directed activities for newbies to perform, so they can all pull together to pursue this goal....

This means that SOLs will be very attractive targets to other nations in a port battle, since destroying an SOL may actually inflict more economic damage than taking the port itself. This in turn means that nations will only bring out their high-end SOLs for port battles of great strategic significance, and rely on the fourth-rate workhorse SOLs for most battles.

 
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