PotBS lead designer talks about launch, population issues
We’ve seen Flying Lab Software make the servers of their MMORPG, Pirates of the Burning Sea, cry like little babies. In an interview with PotBS‘s lead designer Kevin Maginn, we are given a sneak peek on Flying Lab Software’s lesson from other MMO’s launches, and how they’re dealing with population issues within the game.
We’ve read a lot about Flying Lab Software‘s efforts in improving their MMORPG, Pirates of the Burning Sea, particularly about their server stress tests (yes, they’re making their servers cry like little babies). In an interview with Flying Lab Software’s Lead Designer, Kevin Maginn, gamers are given more insights about how PotBS turned out the way it is now, a great MMORPG title.
When asked why they decided to release several features, such as the land and sea aspects of the game, at launch instead of just releasing them later via updates and patches, Maginn replied that they learned a lesson from other MMOs, which is “you can only launch once.” He then elaborated about the need to include features such as avatar combat at launch, in order to attract and retain gamers.
The interview also touched upon the population imbalance problem within Pirates of the Burning Sea. As you may know, players can choose to be part of either the Pirate, Britain, French and Spanish forces. Since the numbers are currently skewered (35% Pirate, 35% Britain, 15% Spanish, and 15% French), Flying Lab Software is currently working on population balancing tools to make the gameplay fair between nations.
Check out the full interview in the Via link!