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Recent Headlines for Pirates of the Burning Sea

Point-a-Pitre Makeover Digg this article

By Keith Cross on May 02, 2008

Flying Lab Software has posted a devlog detailing the work they are doing to improve play in Point-a-Pitre in Pirates of the Burning Sea.

We’ve been waiting a long time to send Point-à-Pitre into the live game. The towns in our game are great, but we see so much more possibility in them. This is why we made Tortuga and Point-à-Pitre. Sometimes though, we let our enthusiasm for the cool things our art and content teams can do eclipse the best possible game design. When that happens we listen to our players and make changes based on their feedback, which is what we’re going to do now.

What we’ve heard from players about both towns and the feedback is pretty similar:

• Stuff you need to do is too far away from the coxswain.
• Too hard to find your way around—“mazelike” is the word, I think.
• It’s too big.
• Maps are hard to read because of all the stairs / 3D areas.
• Tunnels are repetitive and boring.

To address these issues, we’re going to do a number of things. First, we’re going to move important locations and NPCs in Point-à-Pitre to be closer to the coxswain and easier to get to. Check out the map below. Very soon, all of the places you’d need to go for missions, etc., will be within the yellow outline there. That should make it a lot faster and easier to navigate to what you need.

Read more here.


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