Ahoy, Matey! Pirates of the Burning Sea Sets Sail

9 01 2008

Pirates of the Burning Sea kicked off Monday morning for Pre-Boarding Party customers (aka, pre-order folks like me).  I was a bit dismayed that FLS didn’t make the updated client available for download prior to Monday morning launch, but for open beta participants who already had the client installed, the patch was done in only about 25 minutes or so during prime time U.S. West coast.  Even with the damned SOE patcher.

Reading the forums, not everyone had that kind of success, but over all, it wasn’t that bad for a first day.  Still there are glitches, hitches and snags.  Laggy in starter zones, but not unbearably so.  Of course, I rolled French and went with Wilhelm and Gaff to a server which satisfied Wilhelm’s server selection criteria.  Looking at the login screens, I think we made the right choice.

Enter, Henri Le Petomane, Privateer.

henri.png

On Blackbeard, which was the original closed beta server, many many folks returned I’m sure because of the community they developed over the betas.  Couple the “first server” with ostensibly the “coolest” name and you have a recipe for heavy pop lag.  Sure enough, the Pirate faction was shown as either “Moderate” or “Heavy” load most of the evenings for the last few days, as was the British.  Good for the economy, bad for performance.

I’m glad I took a break from Open Beta.  The excitement of a new world returned, and it appears that FLS has made strides in improving the game experience in measurable ways.  Most notably, avatar combat has improved.  Its not great, but it seems much better.  I think FLS may have pulled just enough of a rabbit out of the hat to get people over the hump.  If you keep drilling the “this is not an avatar game” mantra into your head, you might just be able to look to the future with hope.

The UI is still stinky, but eh, I’m over it mostly.  What I miss most is social infrastructure like grouping tools and Society (aka guild) warehouses (aka banks) to facilitate society cooperation:  sharing resources and coordinated production.

With the economy so new, there aren’t many ships to upgrade to.  They are starting to come online slowly.  I’ll probably end up getting my “free” Bermuda Sloop by turning in my privateer pennants.  The annoying part of this is that you can only turn in these pennants in your national capital.  In the case of the French, that is Pointe-a-Pitre in the Antilles which is a quite a haul from the French noob starter city of Charlesfort on Florida’s northern Atlantic coast.

This kind of long distance, hands-on travel was potentially game breaking for me.  It takes a long time and unlike Eve or WoW where you can set your destination and then go read War and Peace, you have to actively navigate.  Good for immersion, bad for the casual player.

Of course, surfing around (cheating :p) looking at potential ship upgrades and production line set ups I came across something I completely missed.  Like so much in life, its was just under my nose but I didn’t see it (nor is it really highlighted in the game or tutorials to my knowledge).  If you have a ship drydocked in a distant port, the Harbor Master can simply transport you to it.  DOH!

Think Eve with shuttles to go pick up your new space ride, except you can always get back there instantly if you leave the shuttle there.  This is Key and I’m an idiot for not figuring it out sooner.  Here’s what it looks like:

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Since you have to be present in any port where you have economic operations (lumbermills, mines, plantations, etc.) in order to initiate those activities, simply having a crappy ship in drydock there gives you instant access from whereever you are.  You still have to collect and transport all the goods to where you wish to use them or sell them, but this takes the significant sting out of some of the time sump back and forth.

So far, I’m cautiously optimistic.  Looking forward to getting some group missions going with Wil and Gaff and see how long the magic lasts.





Pirates of the Burning Sea Pre-Boarding Party

6 01 2008

For those of you who bought a pre-order of Pirates of the Burning Sea, the exclusive Pre-Boarding period starts tomorrow at 10 a.m. Pacific time. The Pre-Boarding period runs until retail launch on January 22 and you get to roll your characters over to the full retail launch.

The pre-order comes with a Pre-Boarding Party key and a Landing Party key. You need to enter the Pre-Boarding key to get into the game tomorrow. Save the Landing Party key for the full launch later this month. Rev from FLS has posted a FAQ here.

I tried logging in today in hopes that I could at least get the patching done. The FLS forums said that if you had done the open beta, you didn’t have to redownload the client, just patch, enter your pre-boarding key and you’d be off to the races.

Apparently that race will only start tomorrow at 10 a.m. I fired up the client this morning and gritted my teeth as I watched the SOE launcher do whatever the hell it does, taking the inordinate amount of time that it does to do it and was finally presented with the PotBS login which allowed me to enter my existing Station Name.

Unfortunately, when I entered my Pre-Boarding key it simply said “Key entry error.  Please retry or confirm the dates when your key is active.”  Surfing the forums, I was able to find a post  confirming my worst fear.  Yup, no one can enter their key or start patching until 10 a.m. Pacific time tomorrow.  *cringe*

Hopefully, the mad rush will not cripple the patcher like it has in the past, but I’m less than optimistic.  Would have been nice to simply let everyone get the game installed, patched and keyed over a weekend, but not open the servers until 10 a.m. on Monday.  But then again, that makes too much sense.





Pirates of the Burning Sea Open Beta Extended to January 1

21 12 2007

potbs2.jpgAether, the community director for Pirates of the Burning Sea, just announced that the Open Beta period will be extended until January 1, 2008 so everyone can get a look at the game over the holidays. Read all about it here.

In addition, all Open Beta players who pre-order will recieve a special flag and sail design. Pre-order players can get in game January 7, 15 days ahead of retail launch.





PotBS: Character Creation

5 12 2007

You don’t get if you don’t ask.

Brackishwaters asked in a comment to my previous impressions post:

“Character customization is somewhere in the WoW-LotRO/DDO continuum. Clothing is where customization shines IMHO. Lots of choices for developing your cool look. Cool hats, eye patches, etc.”

Wow, this is kind of disappointing actually. I never found those systems to be that in depth and anything that compares to the customization of WoW’s character creation is just a joke really. I hope this is truly not the case. FLS stated that they wanted to go for a CoX system. Do you think they compare?

You can be the judge. Here is the basic character creation screen for a Pirate (Nvidia 7950GT @ 1280×1024 with pretty much everything maxed):

potbschar2.png

And here is the creation panel you can work with:

potbschar1.png

Note while you have quite a few choices if there are “variants” for clothing items (and two independent colors for each item) you will also notice that there aren’t any sliders for changing body type or dimension. Body like WoW, clothes more like LotRO or CoX in terms of diversity and detail. You be the judge.

Just to give you a taste, here’s a about a minute and a half clip showing a few of the random selections for male and female Pirate characters. You Tube doesn’t do it justice, but enjoy.





Pirates of the Burning Sea Beta Impressions

3 12 2007

Today, Flying Labs Software dropped the NDA on Pirates of the Burning Sea and officially launched its Open Beta in anticipation of its early January release. I had the chance to get into the last few weeks of closed beta and was able to log enough hours to give some initial impressions. I wasn’t in any early betas and wasn’t part of any uber 1337 guilds. I just got in, tested diligently with a view to the every person experience. I’m sure as Open Beta gets underway, more and more information will flood the blogosphere.

To quote Urban Mongrel from his report on Virgin Worlds Podcast #94, PotBS is “Eve Online with Scurvy.” Classic Urban Mongrel, but there are grains of truth in that short pithy statement. PotBS is much more like Eve than your typical fantasy MMO like WoW, EQ2, LotRO or Vanguard. Tobold has a fair summary of the general structure of the game posted, so I wont recap here more than necessary. Four factions: English, French, Spanish and Pirate and four “classes”: Naval Officer, Freetrader, Privateer and Pirate (Pirates only). I agree this game feels like 3 different spheres of activity: PvE, PvP and the Economy.

The World

First off, PotBS uses quite a bit of instancing to manage these differing aspects of play. When on land, you play as your avatar. When at sea, your ship is your avatar. The public area of each town is its own instance. Each building is its own instance. Each mission is its own instance, each battle (PvP or PvE) is its own instance. Finally, the Open Sea (the ocean space which connects everything together) is the one big main common space. Not to completely bag on instancing, but sometimes when running around doing “errands” I felt like I spent more time looking at cut screens than playing sometimes.

To leave town and return to your ship, you speak to a Longboat Coxswain on the dock who will deliver you on your ship in your preferred game space– the Open Sea or a mission specific instance that is available from that location. Travel from town to town is accomplished by sailing the Open Sea from port to port.

This is where you feel the size of the world, IMHO and may be an aspect of the game that is off putting to some. Like Eve, travel in the big world takes quite a bit of time. Unlike Eve, you don’t have an auto pilot. Find the wind, point your ship and go. And go. And go. It can take some time to sail from one end of the game world to another. There is no recall, hearthstone or map home.

Ship Combat

Set in the Caribbean around 1720 at the height of the age of fighting sail, ship combat forms the heart of the game. When at sea, your ship is your avatar. FLS has done a great job getting the general feel of sailing ship combat right. Its a bit slow but punctuated by moments of sheer terror. Ship combat takes some time as you are at the mercy of the wind and the limitations of your ships guns. Sail too often in the firing arc of your opponents big guns and you’ll soon be splinters. You never forget that in a contest between cannonballs and wood, cannonballs generally win in the end.

Still I found there there is quite a bit of tension and excitement in this sometimes slowly unfolding encounter. There is no quick health potion or instant heal here, repairs take time and time you may not have in a battle. I always felt like I was sailing the ship 1/2 the time and I was at the ship and the wind’s mercy the other which is as it should be. Even the smallest ship can’t start, stop or turn on a dime. This is definitely the easy to learn, difficult to master part of the game.

That said, its fairly difficult to sink ships (at least those at or above your own level). At least it takes time and quite frankly thats not very economic– Why send all that loot to the bottom of the briney? No, the order of battle is usually to slow down or disable your opponent then reduce his crews numbers before you board his ship and fight it out on the decks. To do this, you have different types of period appropriate ammo– star shot and bar shot to damage rigging, various antipersonnel ammo and an array of round shot to damage armor. Sea battles tend to unfold like slow arcing dances as each ship tries to maneuver an enemy into is arc of fire while avoiding doing the same to himself.

The ships are beautiful as are the settings and the sea battles are loud and entertaining as wood splinters, masts are shorn, etc. I kept zooming way in and way out to both maneuver and watch the sea battle from deck with its animated crew going about its business. Once you grapple your opponent, the battle on deck unfolds in separate instance from the sea battle.

Avatar Combat

The deck battles after boarding unfortunately take on an all too identical quality in each encounter. The deck instance appears identical with opponents initially placed at opposite ends. Once you move into the center space, the swordplay begins. As a captain, you have your troops with you to help and, if available, can summon reinforcements if needed (so can your opponent). The general drill is to either kill the opposing captain (after which the opposing crew will surrender).

The deck battle is the swashbuckling part. You can specialize in one of three schools of fighting– florentine, fencing or dirty fighting. Your battle moves which are unlocked as you level are reminiscent of typical dice roll MMO combat, but there is more there. Avatar combat is balance based, so you must reduce your opponents balance before you can land damaging blows. A green-yellow-red target ring around both you and your opponent tells you to what extent you or your opponent are vulnerable.

Deck combat is chaotic and a little unfulfilling. The swordplay animations are very nicely done, but avatar combat still feels a bit underdeveloped. Couple that with (at least at the time of this writing) generic crew victory or defeat animations and deck combat leaves me wanting. Likewise, the few land based avatar missions I ran were also weak. Not a deal breaker, but I’m thankful its not the meat of the game.

The avatars themselves are stylized mostly realistically proportioned humans as you’d expect in an MMO. They’re not Guildwars-vogue, but as Garrison Keillor might say, everyone is above average. Character customization is somewhere in the WoW-LotRO/DDO continuum. Clothing is where customization shines IMHO. Lots of choices for developing your cool look. Cool hats, eye patches, etc.

The Economy

The economy is fairly deep. As has been noted, all items of significance in the game is crafted. The best ships are player built and there are many many options for fitting them out. A bewildering amount of them as a matter of fact. Fortunately, resource gathering and manufacture is accomplished via land based factories each player can build. A player needs to be present to initiate a production cycle, but they don’t need to be there actively engaged to complete each crafting run. Each factory acquires stored labor overtime which is used to run the operation and goods and supplies are stored in your warehouse (bank).

Each port has different resources available so trade is necessary. Since there is no mail in the game, travel again becomes the limiting factor and I’m sure many a trader will derive a healthy income from moving goods and materials between places of abundance and scarcity. In most ports there is are the basic trainers and npc service providers including an auctioneer. Auctions are global, but as mentioned, you have to go collect your goods wherever they were made.

I spent a fair amount of time running through the noob missions to both test them of course and also to see whether they actually get the job done in terms of orienting a new player to the game environment. Overall, I think they do reasonable job of getting you through the basics, though the economy tutorial, while full of useful information, involve a great deal of time consuming run around which is frustrating.

Likewise, the complexity surrounding the manufacture, purchase and outfitting of ships is a bit daunting and eerily familiar in an Eve like manner. Over time, I’m sure a player will get to know what ships and what fittings are best suited to different endeavors, but the sheer volume of information to be assimilated may be a bit off putting to the more casual player.

The Quick Takeaway

So far, I’m probably sounding a bit luke warm and you’re probably right. Overall, I think parts of the game are extremely well done. Some parts are just gorgeous and completely immersive. PvE and PvP ship combat is fun.

Maybe its the Walter Mitty in me, but sailing around in a beautiful world on a beautiful ship with the wind filling the sails and a beehive of activity on deck is just fun. Others aspects, however, seem still a bit rough and detract from the well polished core of the game, but they are well beyond serviceable– avatar combat will no doubt improve, the auction house interface will probably get better, as will the social interaction bits and some of the UI elements which still seem to be a bit of a work in progress. Parts of this game will no doubt be much better 6-12 months post-launch. That doesn’t mean the game isn’t fun. It is.

I did keep finding myself wanting to play which for me is generally a good sign, but at times I was also frustrated by what seemed like a requirement to invest more time that I might otherwise want. Definitely not WoW, but not Eve either though closer to the latter. I can’t see 10 million people flocking to it, or it being ported to consoles or playing it for 10 years either. But still, overall, I like the game quite a bit and am sure that it will develop a sizeable and loyal player base.

Flying Labs definitely has a quality game in PotBS, it just may not be worth the commitment that it will require for many. Its fun but not in a MMO crack sort of way to me. I could see that it could really be a hoot with a decent Society (aka guild) of friends and I could see where it becomes one of those games that sneaks up and starts stealing all your time. My recommendation would be to get in the open beta and see if its your cup of tea. I will continue in Open Beta and play at launch.

With SoE station access, this should be a no brainer for anyone already playing at least one SoE game. For others, it may be a bit of a stretch whether you want to commit. I myself will likely put my Eve accounts on hold and buy PotBS and see if how it holds out. With the NDA down, I hope to add to my impressions in greater detail. A game of this size and complexity certainly deserves that. In the mean time, its definitely worth checking out.