Pirates of the Burning Sea devlog: tuning the game
The most recent post on Flying Lab Software‘s Pirates of the Burning Sea Developer’s Log discussed tuning or balancing the game and the many different problems associated with it.
David Hunt (aka Taelorn), Flying Lab Software Designer, is the one responsible for determining the payload of each ship, as well as the ship combat system in general.
The developer pointed out that there are two competing goals in ship tuning:
the first is that all ships have to be useful and the second is that players should always be driven to upgrade their current ships.
Hunt added that he has to make sure each ship is carefully constructed so that even the smaller ships can contribute in fights involving larger units. Once David Hunt feels that he has established a right mix of both, it’s now the time to get some feedback from the community.
The developer shared as well that aside from that, he gets data from what he experienced playing the game, beta testers, mathematical proof, statistics, and most importantly, the way he feels about the mechanics.
Armed with these information, he goes back to tune the ships once again. It seems a never-ending job but that is what’s needed to keep PotBS on top of its game. The developer’s blog discussed all of this in further detail so you may want to click on our Read Link to see the entire post.
The most recent post on Flying Lab Software‘s Pirates of the Burning Sea Developer’s Log discussed tuning or balancing the game and the many different problems associated with it.
David Hunt (aka Taelorn), Flying Lab Software Designer, is the one responsible for determining the payload of each ship, as well as the ship combat system in general.
The developer pointed out that there are two competing goals in ship tuning:
the first is that all ships have to be useful and the second is that players should always be driven to upgrade their current ships.
Hunt added that he has to make sure each ship is carefully constructed so that even the smaller ships can contribute in fights involving larger units. Once David Hunt feels that he has established a right mix of both, it’s now the time to get some feedback from the community.
The developer shared as well that aside from that, he gets data from what he experienced playing the game, beta testers, mathematical proof, statistics, and most importantly, the way he feels about the mechanics.
Armed with these information, he goes back to tune the ships once again. It seems a never-ending job but that is what’s needed to keep PotBS on top of its game. The developer’s blog discussed all of this in further detail so you may want to click on our Read Link to see the entire post.