| MMORPG.com: | PoTBS has some very unique features. Can you tell us about the types of ships a player can purchase in the game? |
| David 'Taelorn' Hunt: | Our selection of ships ranges from schooners, sloops, Indiamen, galleons, frigates, corvettes, and brigs to ships of the line. Thanks to the diligence of our User Content community, we have nearly 50 ship models in the game already and we expect to have more by the time we launch. They are divided between merchant ships, fast attack ships and heavy warships. Ships are the cornerstone of our economy. Right now, players can make every ship that can be sailed, although there are other ways of obtaining ships. |
| MMORPG.com: | Tell us about how a pirate can sail his ship around the Burning Sea? What type of interface did you use for players to sail around the game? |
| David 'Taelorn' Hunt: | We use a standard WASD setup, although I keep telling everyone that ESDF is superior! One major difference here is that you do not need to hold forward to keep moving - you just hit it long enough to raise your sails to the desired position. Players who prefer to use the mouse can click to adjust their sails and rudder or set a heading on the compass. I prefer to use the keyboard to control my movement and the mouse to control the camera, but I occasionally maneuver with the mouse. |
| MMORPG.com: | When it comes to ship combat, what can players expect from a ship to ship fight? |
| David 'Taelorn' Hunt: | Our combat is longer and more tactical than the fights in most MMORPGs. There is a lot of depth in the combat before any abilities even come into play. Depending on the weight of your guns, they take anywhere from 10 to 90 seconds to reload. Big ships have multiple gun decks, which means you aren't waiting 90 seconds between volleys. Planning and timing your volleys makes a significant difference. Your speed, your turn rate, your target's relative motion, range, your cannons and the size of the target all affect chance to hit. Right now, it takes a few minutes to sink an evenly matched NPC ship. Player versus player battles run from 8 minutes and up for a single opponent. Tactics and maneuvering are crucial in ship battles, because ships have limited firing arcs and they are vulnerable at their bow (front) and stern (rear). Small ships are a threat to large ships because they can outmaneuver them, but a close range broadside from a large ship can tear a small ship to shreds. It's entirely possible for players to form small wolf packs that take down large prey. Ships have external armor values for each side and an internal structure value. You sink when you run out of structure, no matter how much armor you have left. The less armor remaining on a side, the more structure damage you take from every hit. One of the constant decisions players face is which side to expose to the enemy. Since you are controlling a sailing ship, it is essential to plan ahead and master the tools at your disposal. There is much less armor on the stern of a ship, which means raking (firing on a ship's bow or stern) quickly tears into a ship's structure. We give you a choice on how to approach fights. Using different types of ammo, you can target the hull, sails or crew of an enemy ship. Even if you intend to sink your opponent, there is still value in damaging their sails or crew first. Since we are making a sailing game, we have a natural force that impacts every fight: the wind. The direction you sail in relation to the wind affects the performance of your ship, which adds an extra dimension to combat. If you can control the wind, it gives you an distinct advantage over your opponent. Beyond that, different types of ships do not have the same performance at a particular wind angle. One of our ships, the Xebec, is noteworthy for its exceptional ability to sail against the wind. |
| MMORPG.com: | Tell us about boarding your enemy's ship? How does this play out in a fight? |
| David 'Taelorn' Hunt: | In order to board, you must first grapple the enemy ship. It's difficult to grapple a ship that is moving fast, and you need to be very close. It's dangerous because you risk taking a few point-blank broadsides if you fail to grapple. When you succeed a grapple, you and your crew take up arms and bring the fight to the enemy's decks. You can fight outnumbered, but if you try to take on too many enemies you will quickly get overwhelmed. Boarding the enemy does not protect you from the surrounding battle. Other enemies can still fire on your ship, which means you must be careful when deciding to board. |
| MMORPG.com: | What type of hand to hand combat can occur when you board a ship? How do you eventually take it over? |
| David 'Taelorn' Hunt: | Fights are molded in the spirit of cinematic swashbuckling. Players choose between three fighting schools: Dirty Fighting, Fencing and Florentine (two-weapons). You are victorious when the enemy does not have enough crew left to fight back. If you board a ship controlled by another player, then you will have a chance to cross swords in the encounter. Large groups of your crew are involved, so boarding combat is not a simple duel between captains. There is a lot of room on multi-decked naval ships. That means several smaller ships can all board a large ship at once. We plan to allow up to 8 ships to grapple a single ship of the line. |
| MMORPG.com: | You had said that players can ride solo on their ships with a crew of NPCs or have players make up the crew. What will happen if a crew of fifteen players decides to attack a solo ship with one player and all NPCs? Would this be considered griefing? |
| David 'Taelorn' Hunt: | You cannot have players crew your ship. If we allow players to crew ships, there are two main scenarios. One is that player crews have no impact, which means it will be boring and a waste of development time. The second is that player crews do have an impact. In that case, it becomes important to have a player crew and solo players find themselves at a disadvantage and potentially unable to successfully captain large ships. Regardless, any system that is both fun and balanced would require a great deal of work. We do not feel we need this feature at launch, but there is a chance it will come up down the road. |
| MMORPG.com: | As a ship captain, will you be able to out run your opponents? As opposed to always getting stuck in a fight? |
| David 'Taelorn' Hunt: | Yes, it is possible to outrun your opponents. This is especially true if you are outmatched. Weaker ships are usually fast enough to flee from ships that will destroy them. This means that small, fast ships are always valuable PvP assets. Players have access to skills and ammo that will help them ensnare players who try to run. |
| MMORPG.com: | For a player losing a ship seems like a huge loss. Can you tell us how ships can be replaced in game? Or at least what type of loot system will be used in this regard? |
| David 'Taelorn' Hunt: | We have a concept called durability that helps take some of sting out of losing a battle. A ship's durability shows how many times it can sink before you lose the ship permanently. As you build bigger and more expensive ships, they have less durability. PvP risk is low for new players. We also have fallback ships. If you lose the last durability on your last ship, the game will give you a free ship appropriate for your level. It's not as strong as what you can get otherwise, but it allows you to continue playing. |
| MMORPG.com: | How will the use of cannons come into play? Will players be able to broadside each other and sink ships quickly? |
| David 'Taelorn' Hunt: | Ships do not sink quickly. At medium to long range, the biggest ship in the game - the 104 gun - cannot one-hit kill the 6 gun starting schooner. That said, close range broadsides are devastating and large ships pack a lot of firepower. Getting too close can be fatal, which is one reason maneuverability is so valuable. |
| MMORPG.com: | Finally, in regards to ship combat, is there anything we missed? It seems like a very interesting feature to the game, so here is you chance to cover any loop holes. |
| David 'Taelorn' Hunt: | We are working to ensure that all ships can contribute to a big battle while still allowing you to progress into bigger and stronger ships. This is not a game where you have to be max level to compete, because we do not use level anywhere in our combat math. Low level players can easily tip the scales in a battle between high level players. Ship combat is as involved as the player decides to make it. If you want to sail idly and hit your fire button whenever it comes up, that works but it is not as effective. The players who get the most out of the system will be the ones who consider the timing of their shots, proper ammo usage, when to change tactics, when to sacrifice a broadside to maneuver for a better position and where to focus their repairs. They will anticipate enemy actions for preemptive counters. We're quite pleased with our ship combat, but that doesn't keep up from working to improve the system. Our beta players give us some excellent battle reports, describing the fights they have and the tactics that are involved. When I read those reports, the details really show how our ship combat shines. |
Finally a game that will blend tactics,fun, and dynamic combat
And notice how they say " Players level has apsolutely no influence in PVP combat"
I cannot wait!
The pace I'm sure will be too slow for many players, but I for one am glad to see a more involved, tactical style rather than the console- button-monkey style.
It's really looking like a mature player's game--I hope that's true and that it continues in that vein.
Amen. Plus, it's great to see a game differing from the mainstream MMOs. Hopefully it'll turn out as good as the news and advertising are making it sound.
I am totally drooling right now! This will definitely be a game I try.
Let us hope the quality matches the hype.
Koolaider is correct. THe Dev's rock. I was able to meet several of them at GenCon and they were very cool. Plus the interaction they give on there forums is amazing. You can tell they care about this game and the community.
This was a rather good interview, I think!
I couldnt agre more, they realy do rock
Had to log in to say that I also agree about the community and devs...oh and the interview was apetising too.
Gotta respect dev's that will take the unpopular stance of delaying release till this June so that they can add features they feel are important (e.g. avatar to avatar combat) and to finish 'polishing' what they already had implemented. In the current MMO industry it is nice to see that the devs are not forced by necessity to release early by their accountants and investors. Moreover, it would seem they also value a 'finished' product over releasing early and asking people to pay for something they are not entirely happy with. Kudos to the devs for their passion for the game.
Can't wait till the release and so long as the dev's maintain their creative, open and transparent interaction with the community then I can't see this game going wrong or not being worthy of a cut from my wallet. If only I could say that about the majority of MMO's.
It's been a long wait, but then again, good things are always worth waiting for.
A level 50 has access to all the ships, which means level does have an influence. A level 12 will not beat a level 50 player alone, unless the level 12 is exceptionally skilled and the level 50 is not (we've had that happen once in closed beta). Now, if you take a level 50 versus a level 50 and a level 12, the duo will almost certainly win. Or a small pack of level 12s against a 50. Low level players and smaller ships are extremely important in group battles (which is where our emphasis lies), but they won't frequently beat max level players 1 vs 1.
i have a question for anybody that knows how this game runs.
i noticed that when asked about looting the answer was that the ship wasnt lost on the first lost battle (dont know how they explain that a sunk ship isnt lost, but anyway...) he avoided to asnwer anything about looting. so, my question is, is there looting on pvp?
One idea I had was for two players to act as a pair. Both in similar sized ships, one a warship, the other a merchant ship. It should look like a merchant carrying valuable cargo with an escort, so any ship bigger than the escort will consider attacking.
But the merchant is bait. The escort is packed with ammo to destroy enemy sails, and when the enemies maneuverability is crippled, the merchant reveals she is full of marines, not cargo, and the attacker finds himself the prey. All going well, you could end up capturing a larger ship almost intact.
Would this work?
I think so, ppl are gready and will go for what apears to be a easy kill, but be sure to use fast ships, so u can get away if need be.
Oh, I can't wait!
I just wish I could actually get into the beta that I 'won' a 'chance' to 'get into' earlier here.
So very very sad ... :(
Reading about this makes me think back to when I played EVE Online where combat also depended on range and relative speed although not so much on direction. There was an element of waiting for guns and of course, piracy was a legitimate profession
If this game is anything like EVE then it's got to be good, even better if you can leave your ship and drink rum on a desert island!
When is it out and is there going to be an open beta?
The official release is the first of june this year.
The game is in beta atm. You can fill out a beta application, just go to the official page for the game and follow the links.
I'm not sure if the game will have an open beta, someone else will need to answer that query.
Page 3 in this topic and not a single negative comment ye?? Must be some kind of an MMORPG record.
Looks nice and look forward to reading what happens at launch. Definetly one to look out for.
Oh, absolutely. I discovered the game a couple weeks ago, and have dived into their forums. It's amazing - the Devs all post "Developer Logs" describing aspects of the game itself, or of the design process, they are very active in the forums answering questions and generally contributing to discussions.
The game itself, though, has me incredibly excited. A skill-based combat system, absolutely NO grinding at all... NONE! There's no farming, no repetitively running boring raid instances to get epic items. Hell, no epic items. The whole idea of a truely skill based combat system is marvelous... Low level players are not only ok in major PvP battles but actually desireable.
Best of all, the game is designed to allow every player - regardless of play style - to contribute towards the overall "goal" of the game, to take over the caribbean.
Casual player? Not interested in solo play, but just want to quest, maybe be a merchant? No problem, the questing you do directly affects port stability and control; the trading you do stimulates the economy and can also affect port stability.
Hardcore PVP'er? It's all good. It's currently estimated that an average of 30% of the map will be PvP enabled at any given time - thanks to the activities of both PvP'ers and non-pvp'ers. This gives you a wide area to PvP in, but also a given area that will draw others who are looking to either make a good profit (Generally, ports in PvP zones are where you'll make the most money trading) or just for PvP.
Even the more casual PvP'er, though, is set. You don't grind for epic items, so playing less often doesn't mean you'll be less powerful or less able to compete. Overall, skill is the deciding factor, so even the most casual player can participate on even footing.
Graphics are really nice, too, particularly if you like the high seas/pirate imagery.
In my opinion, looking to be the best MMO ever.