Pirates of the Burning Sea
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- Developer: Flying Lab Software
- Genre: Historical
- Status: Final
- Platforms:
- Website: http://www.burningsea.com
- Retail Price: 49.99 BUY IT
- Monthly Fee: 14.99
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Pirates of the Burning Sea: PAX Preview - Avatar Combat and More! The big news out of PAX was that Pirates of the Burning Sea will launch in June of 2007 and that the feature list now includes avatar combat. We played the game and sat down with Producer John Scott Tynes at PAX to discuss exactly how avatar combat works.
Even as we spoke at PAX, Tynes admitted that they had a playable internal version, but felt that it wasn’t quite ready for public eyes. Avatar combat promises to be extremely tactical and comes in three forms:
While, obviously “character skill” is a prime factor in hand-to-hand combat, player skill is also extremely important. The game considers three major factors when determining your defensive and offensive abilities in a particular situation:
So, when do you use avatar combat?
And now, what you’ve all been waiting for: boarding. Currently, when you grapple a ship there is a straight mathematical calculation based on the relative sizes of crews. Soon, that will not be the case. Tynes did note though that all of this is at a design stage and is subject to change. When two ships grapple, they’ll be instanced off to an area with two decks tied together. These decks may not be able to perfectly represent the two ships (practically, many ships sit at different heights in the water, but that wont work in a deck battle), but hopefully it will be close. There, you control your captain and run the decks operating just as you would in combat on land. You’re joined by your crew, who have their own AI and do their own thing.
The goal is to kill the enemies and their captain. Then, you have yourself a new ship and a lot of loot, just like the old rules when you captured a ship. Beyond this major feature, the decision to move to 2007 largely allowed them to add more content and polish to the game. One other move they’re excited about is the addition of epic adventure sites. These zones support up to 100 players and 100 NPCs and are larger than anything they’d done before. They are public instances, in that they may instance if the demand is enough, but once inside everyone can see and interact with everyone else. There first such zone, on display at PAX, is El Dorado. The entire zone carries a distinct flavor and feel, in this case a return of Mayans, and provides players with a wealth of quests and missions to complete. PAX’s player-first environment also meant that we got to play the game. Unfortunately, Community Manager Troy Hewitt thought it would be smart to pit me in PvP against Lead Designer Taylor Daynes. I won’t say he cheated, but I think he definitely benefited from his role as creator of the combat system. I’ll get you next time Daynes!
They hope to reach roughly 60 developers before launch and have moved to find more people with concrete MMORPG development experience. They recently hired Jess Lebow, the World Designer for Guild Wars. They’ve also been very pleased with their community-driven content production. A group of fans have taken on the task of building ships themselves. FlyingLab has supported them and even formed a Steering Committee, comprised of senior fans and overseen by one developer, that gives interest amateur artists the historical and technical information they need to model real ships. At first, they expected dinghies from the program. Now, they expect over half their vessels to have been modeled through this program. You can comment on this article here. |






