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 Thread (35 posts)
DJXeon  10/18/08 8:34:21 AM

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There has been much confusion to potential customers about what kind of game Potbs is with no help at all from the box as to the kind or player or market FLS should appeal to which has lead to much disappointment of expectations.

 

It is important that players understand that PvP (player vs player) is only a small part of the game which has some great ship combat but is mainly economic. Players that buy Potbs for PvP combat only will be disappointed if they have no intention to participate in the large player driven economy allbeit in some small way.

When you are in ship combat with another player the objective is to sink or board & defeat your opponent.
The reason for this is not only to obtain some Movs & rewards or cargo for yourself which improves your wealth or ability to build or obtain another ship or fittings from the economy.
The loser in effect loses a durability point, all permanent fittings & some cargo which decreases their ability to build or obtain another ship from the economy.

So you see a ship is an economic asset or medium that gets lost in PvP which is the live interaction or mechanic between players in combat for this economic change to take place.

If a nation or player has a weak economy or is unable to obtain ships due to lack of cash or production because his slots were set up are in red ports it hinders their ability to participate in PvP.
If another nation has plenty of cash & is in full production they are in a much stronger position to replace any lost ships & keep a constant push on RvR.

Quote kblack "This game is AROUND PVP... you need PVP, but you need too PVE, grinding, econ, etc... and, IMHO, it is reaching a good balance among all those aspects."

Just bear in mind that Potbs is 90% economic & then you won't go wrong.

 
Ozmodan  10/18/08 9:41:07 AM

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The problem with Potbs is they failed to understand their genre.  Ships did not defeat other ships because of how many guns they had or how much experience their captain had.  Crew was the deciding factor in almost every battle in the age of sail.  In Potbs, the crew is an afterthought.  Just a complete oversight in the design of the game.

But I will agree, that economic factors are very strong in this game.  The unfortunate mistake they made was including better items in the loot which causes the crafters less of a desire to produce product.

 
Gyrus  10/18/08 11:24:16 AM

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Originally posted by DJXeon

There has been much confusion to potential customers about what kind of game Potbs is with no help at all from the box as to the kind or player or market FLS should appeal to which has lead to much disappointment of expectations.

 

It is important that players understand that PvP (player vs player) is only a small part of the game which has some great ship combat but is mainly economic. ....

If a nation or player has a weak economy or is unable to obtain ships due to lack of cash or production because his slots were set up are in red ports it hinders their ability to participate in PvP.
If another nation has plenty of cash & is in full production they are in a much stronger position to replace any lost ships & keep a constant push on RvR.

Quote kblack "This game is AROUND PVP... you need PVP, but you need too PVE, grinding, econ, etc... and, IMHO, it is reaching a good balance among all those aspects."

Just bear in mind that Potbs is 90% economic & then you won't go wrong.

 

Sorry, can't agree. 

You can still produce in a port owned by the enemy and depending on your class (Free Traders) can do so with a minimal penalty.

Port Governance is still not in the game.

Production is generic.

I see what you are trying to say GB, but really, "grasping at straws" comes to mind in this case.
 

 

 
DJXeon  10/18/08 11:50:40 AM

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Originally posted by Gyrus

 

Sorry, can't agree. 

You can still produce in a port owned by the enemy and depending on your class (Free Traders) can do so with a minimal penalty.

Port Governance is still not in the game.

Production is generic.

I see what you are trying to say GB, but really, "grasping at straws" comes to mind in this case.
 

 


 Never said you couldn't produce in a port with red circles but it can be considered a hindrance.

Players can participate in the economy in a small way simply by trading without being generic.

Port governance will make it even more of an economic game.

The relevance of the economy in PvP is much more than other mmorpgs so i would hardly say its grasping at straws.

 
Burntvet  10/18/08 12:06:43 PM

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No, no wait Pirates of the BS is a ..... game.

Pirates of the BS is game that had it shot and failed.

Bad design, bad execution, bad marketing, bad community.

 

Anything that happens now is too little, too late, who cares, waiting for the next game.

 
DJXeon  10/18/08 12:18:27 PM

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Originally posted by Burntvet

Anything that happens now is too little, too late, who cares, waiting for the next game.


 

That could be true, however its not too late to implement changes that can alter the face of what otherwise is a good game.

Unlikely but possible.

 
olepi  10/21/08 11:23:45 AM

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To me, this is not really an economic game. The basic premise of economics is competition, and that is based on skill. Two players, given the same resources, should compete to produce the best product, and therefore prevail economically. If A makes much better cannons than B, then A will prosper and B will not (unless B has better marketing :) ).

It was a huge disappointment to me that in PoTBS there is no skill involved in harvesting and crafting. A's products are identical to B's. Economically, PoTBS is like playing poker with everyone having the same hand.

PoTBS is a war game, not an economic game. The only way to win economically is to kill the other player.

Imagine, instead, if PoTBS had actual skill involved in production. A's cannons are better than B's, so they cost more, everyone wants them, etc. B's options are:

1) B learns to make better cannons, and changes the market -- economic game

2) B kills A -- war game.

PoTBS is a wargame with a simplistic manufacturing add-on.

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iceman00  10/27/08 9:52:25 PM

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Kevin Tierney

Originally posted by DJXeon

There has been much confusion to potential customers about what kind of game Potbs is with no help at all from the box as to the kind or player or market FLS should appeal to which has lead to much disappointment of expectations.

 

It is important that players understand that PvP (player vs player) is only a small part of the game which has some great ship combat but is mainly economic. Players that buy Potbs for PvP combat only will be disappointed if they have no intention to participate in the large player driven economy allbeit in some small way.

When you are in ship combat with another player the objective is to sink or board & defeat your opponent.
The reason for this is not only to obtain some Movs & rewards or cargo for yourself which improves your wealth or ability to build or obtain another ship or fittings from the economy.
The loser in effect loses a durability point, all permanent fittings & some cargo which decreases their ability to build or obtain another ship from the economy.

So you see a ship is an economic asset or medium that gets lost in PvP which is the live interaction or mechanic between players in combat for this economic change to take place.

If a nation or player has a weak economy or is unable to obtain ships due to lack of cash or production because his slots were set up are in red ports it hinders their ability to participate in PvP.
If another nation has plenty of cash & is in full production they are in a much stronger position to replace any lost ships & keep a constant push on RvR.

Quote kblack "This game is AROUND PVP... you need PVP, but you need too PVE, grinding, econ, etc... and, IMHO, it is reaching a good balance among all those aspects."

Just bear in mind that Potbs is 90% economic & then you won't go wrong.


 

With all due respect, you got smacked down on the POTBS  forums for this, and I concurred with it.

This game is a PVP game.  Right now the economy lives for one purpose since nothing else that should've been there is.  It exists to cater to PvP.  Port flips are PvE that lead to PvP.  Econ ultimately goes towards ships which go towards PvP.  Port Battles, PvP.  Eco unrest is to put a port into a pvp zone.

Me I'm an eco guy.  Love the economy.  Spend a lot of my time doing econ.  Yet I understand that the ultimate purpose of my econ is to get my British brethren in the best stuff they can afford, so we can use that better gear to give us an advantage against the other nationals and rats on the open sea.

If they want to balance the economy, make things more transparent.  Let you see what you can buy at this price.  Develop player governed ports, give people who do econ ability to devote that towards other things.

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iceman00  10/27/08 9:55:32 PM

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Kevin Tierney

Originally posted by olepi

To me, this is not really an economic game. The basic premise of economics is competition, and that is based on skill. Two players, given the same resources, should compete to produce the best product, and therefore prevail economically. If A makes much better cannons than B, then A will prosper and B will not (u