| Username | SirXaph |
| Real Name | |
| Rank | Novice Member |
| Joined | September 6, 2005 |
| Gender | Male |
| Age | 29 |
| Location | Stockton-on-Tees, United Kingdom |
| Last Visit | July 3, 2008 |
| Post Count | 15 |
| Biography | |
| Quote |
Actually, that's what I first thought it said too.. but I believe they actually are saying it's postponed FROM this evening TO some unstated time in the future.
1) The way avatar combat works is that you have direct control of the movement of your character. You do not however have control over the actions the character makes directly - what you do is queue up actions, and then your character performs them when they can.
In a certain way it's almost like a very fast verison of the active time battles in some fo thefinal fantasy games - anyone can fire off an attack when their timer is ready, but not until then, though the timer is only a couple of seconds long.
There are other aspects to avcom too, such as balance, which works as a sort of damage buffer preventing characters from actually receiving damage from hits - so in some situations it's best to use what's called a preperatory attack to reduce balance and only switch to actual damaging attacks once balance is reduced.
Other times it can be best to use skills and personal equipment to increase your melee attack so that your hits are more likely damage foes - regardless of balance. The key is knowing where to balance these two approaches.
Avatar combat also has several special moves which have special effects, and defensive moves which increase your likelihood of dodging, parrying or blocking attacks.
2) While your choice of ship, skills and to some extent outfitting does affect things like your burst damage output or sustained damage per second, PvP is very much about applying your own skill to that. You don't have to be level 50 to beat a level 50 in a 1 on 1 and a relatively low level group can still come out above a level 50 gang. Higher level gives you better gear, bigger ships, and more options. The skill though is in using them.
3) I don't think the economy is unbalanced at all myself. I manage to sell a reasonable amount of stock in a decently short amount of time so I'm okay with that.
4) No you can't walk around the deck of your ship.
5) PotBS was designed as a game that can be played casually. While some of the endgame style rvr stuff isn't really practical for a casual gamer to engage in fully, you can still participate by building up more contention in just ten minutes, you just aren't likely to be able to reap the reward of that fully by engaging in the port battle. Most missions can be done in a short time, and you can just sail out and sink some npcs in an even shorter time. That said, avoiding PvP zones can be a hard thing for a casual gamer to deal with.
Originally posted by iceman00
I was a freetrader and all my riggings were for speed, i never once had a problem with getting away from pirates. The problem with pvp is the huge risk factor which limits the amount of people willing to pvp, they already added more reward to it and now it looks like they are taking some risk away with giving 50%++ money back when you sink. Things are definitly better than they were back in feburary i don't understand the complaint of ganking, havn't you played wow or any other open pvp mmo before? if your in the pvp zone then how the ---- are you going to complain about being engaged in pvp combat?
This is from someone who likes PvP but HATES gank squads. The problem with FLS was not that ganking occured in their game. That happens anytime there is PvP. The problem was the mechanics favored it, and the devs applauded ganking, saying it was desirable. Rule number one: ganking is NEVER desireable, but at times a trade-off in a pvp game. To those who complained, the devs simply said stfu and die.
Thankfully they've seen the light, as it were, and are going to be tweaking mechanics to reduce ganking.
The economy seems to be working as well as always; now there are more craftable outfitting items (the uncommon greens are now craftable). There should also be more cash in the system now that insurance is in, meaning that labor becomes more of a concern, but hopefully making it that more things get sold.
Well it's very early days for 1.5 but the people I've spoken to are finding that the addition of insurance means they're engaging in PvP a lot more than they did because they have less to lose.
Population is.. not too sure, I know it's not as great as it could be but Flying Lab are starting a major marketing and free trials push very soon so that should hopefully improve things, because at the end of the day the vast majority of gamers simply haven't heard of PotBS.
Other things that have changed: the interface is friendlier, the client faster and more stable, there's been a complete skill overhaul meaning everyone gets more and better skills, there's a new class - the Buccaneer pirate class and a couple of epic missions.
Ooh WindWaker.. does that count?
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