Last month, MMORPG.com sat down with Rusty, Misha and Isildur at Flying Lab Software to discuss their Pirates of the Burning Sea Avatar Combat Revamp. The beginning of that interview pretty well covered the flaws in the old AvCom system, so I'll avoid rehashing them here as best I can. That interview also discussed how having any AvCom at all was an afterthought that would've benefited from a lot more development pre-launch, so I won't get into any of that either. The purpose of this article is to (somewhat) briefly go over just the basic ideas of the new and hopefully improved AvCom system from the player's point of view and thereby, if successful, help both new players just trying the game and old salts familiar with the previous system to adjust to the unfamiliar aspects of the new system. To make things even easier, PotBS has reduced the cost of Swashbuckling Skill Respecs from 10k doubloons to 2000, giving us all plenty of breathing room to experiment with our friendly neighborhood Swashbuckling Trainers.
Perhaps the most unusual part of the whole thing is that nearly all attacks have an Area of Effect (AOE), even though most are carried out with a sword. This may seem counterintuitive, but the reason expressed by the developers was that they wanted swashbuckling combat in Pirates of the Burning Sea to feel more "epic." Among examples of epic sword fights they mentioned the classic film Cyrano de Bergerac, in which a large-nosed hero performs many valorous feats including (but not limited to) fighting "100 men" hired to kill a pastry chef through the streets of Paris, killing 8 and sending the rest scrambling for safety - there wound up being less than 100 men, but that's neither here nor there.
The devs wanted AvCom to be more fun and easier to understand. They wanted it to feel like you'd done something every time you pushed (or clicked) a button. For the most part, they seem to have accomplished this; with the exception of new "elite mobs" (I know, I know...) PvE AvCom has never been easier.
In the old AvCom system, there were 3 fighting schools (Fencing, Florentine and Dirty Fighting) and that hasn't changed - everything else has. Each fighting school used to have 11 skill trees, each of which offered 5 skills (for a total of 55). In many popular skill builds, players were forced to spend some of their 26 skill points on skills that would never be used, such as "Cover" in the old Fencing's "Nimble" tree, which was a prerequisite for the widely used "Invitation" skill. Now, these filler skills are mostly a thing of the past as the fighting schools have been reduced to 4 skill trees (Control, Defense, Offense and Black Powder) with 8 skills each (varies by school), for a total of 32. Of these 32 skills, many are complimentary to each other, encouraging use of chains or combos. Further, the skills are conveniently color coded (Red = Attack, Blue = Buff, Purple = Debuff, Green = Recovery) for at-a-glance identification on your toolbar.
For example, the Dirty Fighting school's Offense tree features Foot Slash (Target gains Off-Balance), Seize Opening (If target is Off-Balance, target gains Bleeding) and Twist the Blade (If target is Bleeding, target takes 20 health damage and Bleeding is removed) which are obviously intended to be used in sequence. However, these debuffs tend to have a duration of 30 seconds, so you're not necessarily roped into one repetitive pattern the way it often felt with the old AvCom. While the old system saw many players repeating three or four standard attacks, the new system allows for a bit more panache (well, maybe not panache exactly, but certainly more variety)! It should also be noted that all such chains are not confined to skills within the same skill tree. One example would be Dirty Fighting's "Control" skill tree, which has a skill that debuffs the targets with Shaken, but the skills that take advantage of Shaken are found in the "Defense" tree. Of course, such wide sweeping changes to the skills and game mechanics of Avatar Combat mean an all new AvCom UI to go along with them. This doesn't effect new players so much as returning veterans. The first thing you'll notice as a returning player is that Balance is gone, replaced by Guard. Before, attack power could be raised to the point of bypassing balance and striking straight to health - no more. Now, Guard works similar to the way the armor on your ship works - in order to take down a target's Life, you must first reduce their Guard. Initiative now begins at full, rather than empty. Accordingly, all skills other than the basic Thrust/Sweep attacks cost a certain amount of Initiative which regenerates on its own throughout the course of combat (there are items that will improve the recovery rates for both Guard and Initiative). If you run out of Initiative, you'll be stuck with the basic attacks until you're recharged. Simple, right?
The second thing returning players will notice is the visual indicators of buffs and debuffs. Nobody's quite "casting Magic Missile," but there are some new visual effects that, when taken together with elite NPCs, raised concerns among the playerbase that FLS were heading down what most of its audience considers to be a very dark road. Namely, the new "sparkly stuff" that's been added to avatars under the effect of said buffs/debuffs. For instance, purplish-white clouds swirling around heads or red rings wavering around feet (as with the Off-Balance debuff). Following this development via the official forum, I gather that these effects were originally much more... pronounced before the playtesters cried out in absolute horror to which the developers replied that they had been experimenting to strike a balance between too little and too much. They promised that they weren't trying to make it LOOK like sorcery or anything else unbecoming of an Age of Sail/Pirate MMO but rather that they wanted to make characters effected by the various skills more easily identifiable in the midst of large, fast-moving and chaotic battles (like boarding combat). Considering that the only way to tell if a character was under the effect of a buff or debuff in the old AvCom was to find them, click on them and mouse over the icons attached to their health bar, I'd say this is a big improvement. The final product was also toned down to a point where I think most players will agree it is acceptable for its intended purpose of easy identification.
As a point of interest to ex-players, I also thought it worth mentioning that the AvCom rewards obtained through the new daily AvCom missions, while better than the free stuff you get via mission rewards upon reaching Level 50, are not so uber that people will feel forced to grind for them the way it was with the old Fortaleza da Luz gear. To me, that's worth all the Swashbuckling Skill Respecs in the world!
Wish it woulda launched with this.
Looks awesome. Should breathe some new life (and subs) into the game.
I was thinking of coming back again, this seems like an improvement I would like to try. The old Av Com, I felt, was unresponsive and laggy. Hopefully this fixed those few problems and even added more greatness to it. By reading this, I think it has and I will def. have to try it soon.
I just downloaded the 14 day trial and am going to give it another shot...lol...guess what faction I am going to play...lol
French??? (srsly I have no clue)
French??? (srsly I have no clue)
lol..you don't know me very well now do you...lol
lol..you don't know me very well now do you...lol
Not bad! I love sig images :D
EDITed to add a reminder that Blackbeard and Antigua have the two highest server populations, followed by Roberts which has been picking up and finally Rackham and Defiant which have the lowest populations. If you find yourself having any questions, the PotBS board here at MMORPG.com has some helpful folks watching it, as do the various sections of the official forum. Depending on the time of day, you might also find assistance on #burningsea, PotBS's official IRC channel at Coldfront.
lol..you don't know me very well now do you...lol
lol now I see XD
you know...I was in the first phase of beta for this game..lol...way back in the day. Seriously...omg...that was so long ago. After a year..I gave my beta key to a friend over at Vault Network. Then I got accpted again into beta...and tested it until it launched...didn't like how the avatar combat was all that much...I hope this is better and I hopethe game runs better too. It was sorta fun...god I should sleep before I have to go to work...think I am going to then tomorrow give the trial a shot..I dunno...lol
Teala, you look like Harley Quinn kinda
Teala, you look like Harley Quinn kinda
really...lol...how so....explain
OK..I am removing this game again...it sucks...still. They totally ruined avatar combat...wtf were they thinking? The old system beat this new system. God...when are these developers going to just go with Mount and Blade type combat and character advancement? That is what this game needs. Ship combat is still to slow and a pain in the arse. ::sigh::
Gotta get ready for work.
Sorry to hear that :(, I've though Av Com was decent, and ship combat was awesome :P
OK...tried it again...and I think I an getting a grasp of this. It takes some getting use to be this might be sorta fun at higher levels - we'll see. As for the ship combat...lol...I forgot about certain things and it is all coming back to me. Almost level 10...woot!
The ship combat is what keeps many of the PvPers interested, and as the game is at its heart a PvP/RvR game... :)
Also, Mount and Blade combat and character advancement are great, they've certainly been proven in games like World of Warcraft, but there is more to gaming than that. Everybody doesn't want that game. Some people are very, very tired of that game. Myself included!
For other folks who are tired of grinding for epic mounts and slashing at each other in 100% gear-based PvP games (or PvE games with PvP included as an afterthought) like WoW, WAR and AoC, there are alternatives like EVE-Online and Pirates of the Burning Sea.
The system is very different, in my opinion, from anything you'll find in other games. Some parts of it, I think, are counter-intuitive. But I don't think that just being different makes it a bad system :P
Um, do you even know what she referred to in 'Mount & Blade combat'?
I can tell you she didn't mean WoW. Check this game out: www.taleworlds.com
Once you get the hang of that, then what she said will make more sense. And I assure you, nobody's tired of that way in MMO's yet, since no-one has yet done it like them.
the new avcom totaly fucked pirates up the old system was way more fun.
I've never even heard of that game. Thanks for the link!