Pirates of the Burning Sea Forum
March 24th, 2008Hello all, the |2esurrection Multigaming Community has added a Pirates of the Burning Sea section to its forums. If this game interests you why not pop over here….. Pirates of the Burning Sea Forum
Hello all, the |2esurrection Multigaming Community has added a Pirates of the Burning Sea section to its forums. If this game interests you why not pop over here….. Pirates of the Burning Sea Forum
Pirates of the Burning Sea 1.2 patch. This is our first major content patch and it is so chock full of good stuff that we have to spread it out across a series of Devlogs that you’ll see throughout the next week. To kick things off I wanted to give you an overview of what’s coming up.
One of the biggest new features in POBS 1.2 Patch is the new French Capitol. Pointe-a-Pitre has been reborn with an entirely new look. This includes a bunch of new mission content to match the new town, tailored to match Point-a-Pitre’s new look. I saw the town lit and textured for the first time over the weekend and it looks amazing. Just wait ‘til you see the screenshots.
We have a couple open sea upgrades on the way. The first and most important of these is that placement in battles off the open sea has been changed to put reinforcements in a more reasonable position, so you shouldn’t ever end up spawning on the far side of an island miles away from your group. We know that has been really frustrating and we rewrote the spawn code from scratch to make this work the way it should. We’ve also added a prompt to ask you if you want to join in when a group mate enters a battle. This will make it much more difficult for a single ship to tie up a group of players, since you can opt whether or not to join. We also made it so NPCs return to the open sea if they survive their battle with a player, so you can’t just snag NPCs and then run away in order to deny them to the enemy. And we’ve upgraded the UI for ports in the open sea so you get more information about towns you’re sailing by.
New tutorials have been added so that a player’s introduction to the game will be tailored to the nation of their choice. We also have new tutorial missions to teach Pirates to use the Capture Ship skill and the Careening Camp, as well as a tutorial to teach all nations how to use the Claim Prize/Scavenge skills. We hope these will ease the learning curve for new players while leaving the game just as sophisticated and interesting for our advanced players. (And as an added bonus it should help to reduce the frequency with which somebody asks “How do I capture a ship?” in Pirate nation chat.)
Five of our pirate NPC gangs are getting a visual upgrade for their crewmen. You will start to notice unique outfits for them in boarding and land missions. We are also adding some new NPC loot that give you missions. This should make loot a little less predictable and give you surprise opportunities for adventure.
We’ve had a strike team working on improving the UI for chat and the social window. The Unsecured Cargo icons in 1.1 were the first thing you saw from them, but they have much more coming in 1.2 including chat bubbles, floaty names over everyone’s heads, and much more. I’ll leave the details to Fraxl’s upcoming devlog, but there is lots of good stuff in there and it will make a certain segment of our community Very, Very Happy.
The last big new feature in the POBS 1.2 patch is Bey’s Retreat. Bey’s Retreat is a mission that will take a full group of experienced players 4-6 hours to complete. This is the first of many epic missions that our Content Team is working on. If you’ve played Red Tide, you’ve gotten a peek at the kind of gameplay we’re working on these days, but Bey’s Retreat is much, much bigger and cooler. You may have heard a bit about it from the playtesters we’ve had in here over the past month, and if you didn’t, you’ll hear quite a bit about it this week.
We also have a number of open issues that we’re tracking. The biggest fix in the pipeline is a change to prevent turn-ins from pushing a port all the way into contention. That build will go live early next week. Also on the list of things we’re looking at are avatar combat improvements, more rewards for PvP, and lag. For lag in particular there should be some significant improvements in 1.2. In addition we’re making a ton of improvements to the flogger that you won’t see, but that will allow us to do a better job of keeping up with customer support requests.
All of these changes are in addition to the tons of bug fixes and minor features in the patch. If all goes according to plan you will be able to check out the new build on the Testbed server the first week in March and play it on the live servers a short time later. As I said before, many of these changes are big enough to warrant Devlogs of their own, so keep an eye out for those to read all the juicy details. I can’t wait to get this build into your hands so you can start checking out all the new stuff.
Hello all, if you have a Pirates of the Burning Society then why not add it to this NEW Clans Directory here …. Pirates of the Burning Sea Society
Pirates of the Burning Sea - Hello all I notice from the direct-drive website here…. http://www.direct2drive.com that you can pre-order Pirates of the Burning Sea, please read the details below…
The Pre-Boarding Party Has Begun!
Pre-Order Pirates of the Burning Sea now to gain these benefits:
This product is currently expected to have a commercial release around 1/22/2008.
Hi all,
Sign up now for this early access at Fileplanet, stress test event for Pirates of the
Burning Sea. Get a key and download the beta client today, then start
playing Pirates of the Burning Sea on Thursday Nov. 15th.
Dates:
Signups Open: Nov 12th
Gameplay Begins: Nov 15th
Event Ends: Nov 18th
Welcome to Pirates of the Burning Sea !
In Pirates of the Burning Sea you can maneuver your ship in real time, turning one way to unleash a broadside and then cutting back to guard your damaged armor. Drop sails and heave to while your opponent sails forward so you can fire at his vulnerable stern. Work together with your friends to choose your targets and your aim points: small, fast ships can swoop in close to rake the enemy crew with swivel guns while your bruisers blow chain shot at the enemy sails. Once you’ve crippled his ability to move, send in a boarding ship laden with armed men to grapple, board, and seize the prize.
Ship combat in Pirates of the Burning Sea has all the action, intensity and tactical gameplay of a single-player game. Speed, direction, and facing all matter, and you fire and dodge in realtime. As captain of your ship you balance your crew health, sail integrity, hull armor, gun reload speed, and maneuverability, making decisions moment to moment and planning what’s going to happen in ten, thirty, or sixty seconds. It’s a white-knuckle experience, whether against determined NPCs or wily players.

The Caribbean of 1720 is home to many dozens of ports belonging to the three great powers: Britain, France, and Spain. Each port is a valuable source of goods, equipment, and mission patrons. Players use PvE missions to destabilize a port, making it eligible for conquest by their nation. With enough players doing enough missions, the conquest mode begins and the ocean for many leagues around the port becomes an open PvP environment. This unlocks new PvE missions to smuggle in supplies, destroy fortifications, and tilt the odds in your favor. Scheduled PvP battles culminate in a final conflict to either save the port or conquer it.

Every day, each nation receives victory points on the basis of its port holdings. The first nation to reach the goal is declared the victor, and celebrations and awards ensue. Then treaties are signed, ports revert to their original sides, and a new round of conflict begins.
The makers of Pirates of the Burning Sea believe that video cards are made to be pushed. their extensive, custom library of DirectX 9 pixel shaders give us a photorealistic ocean, normal mapped avatars, and dynamic self shadowing on ships and characters. Pirates of the Burning Sea looks great on current hardware, and will look even better on the next generation of video cards.
We’ve learned to stop fearing high polygon counts. Our ships are intensely detailed, with poly counts in the tens of thousands for breathtaking fidelity. Animated crew fire your cannons, work the sails, repair damage, and keep lookout in the crow’s nest. Roiling cannon smoke, showers of impact splinters, and massive ship explosions show off PrometheanFX2, our custom tailored particle effects system. Painterly lighting and adventurous art direction bring it all together, resulting in the stunning in-game screenshots featured in our gallery.

Our mission system gives you a starring role in your own epic. Each player accumulates a personal supporting cast of NPCs, including old enemies, new friends, lost loves, and treacherous allies. No two players have the same cast, and their stories will take them to different places and fight in different battles. And since each NPC can have multiple roles, the pirate who is your arch-nemesis may be the good friend and ally of an enemy player. Your long-lost cousin may turn out to be your best friend’s sweetheart - or a treacherous spy! We bring the plot twists and the bold adventure of classic adventure fiction to life every time you play.
Ship battles aren’t just spawn camps. Our AI personalities and dynamic goals ensure that no two battles are alike. Unexpected reinforcements, nighttime stealth missions, and optional secondary objectives mean you get gameplay as intricate as any handcrafted single-player game level.
You don’t have to look like everyone else. Our avatars are built with more than a dozen customizable slots. Choose hair, faces, footwear, hands, coats, hats, belts, jewelry, and much more, selecting from a library of parts and textures and assigning the colors you want. Most games with customizable avatars use flat gray textures that are then customized with flat, featureless colors. Our full-color customizable textures mean we start with gorgeous, photographic color and then apply your custom shades selectively, preserving details such as gold buttons, fabric coarseness, or bloodstains while still allowing for tremendous creative freedom. And of course, you can choose from the eyepatches, hook hands, and peg legs that every pirate craves.

Whether your interest is in ship combat, piracy, commercial trading, or adventure, you have a role to play, and all your adventures take place in a dramatic world of conflict and change. A dynamic commodities market provides opportunity for clever traders to turn coin, navy missions throw you into the thick of combat, and pirates have ample targets for plunder. Our strategic gameplay keeps the world in flux, offering ample opportunities for both PvE missions and PvP battles & ambushes to affect the ongoing struggle. The Caribbean of 1720 is a world at war, and all players can take part on their own terms. Whether you want to join a major port conquest battle, pursue smuggling missions to help your side in secret, or organize your guildmates to bolster a port’s defenses in the face of enemy plotting, you can be sure your efforts are meaningful and the stakes are very real.