Awesome gay pirates.

Yeah, I’ll probably wait for a free trial.

Presuming there isn’t a free trial, I’d rather pay $50 to play now, while there’s a group of people I know playing, than wait until a free trial or discount after everyone has moved on. Price doesn’t enter into my decision much, considering the lion’s share of the actual cost will be from the time I spend playing.

That, and Brian’s reassurance more than offset my impression of the reasons you gave for not liking the game – the strongest of which seemed to be that the water was ugly. I agree those screenshots make it look hilariously bad, but that doesn’t matter much to me.

Hey, I don’t review games for a living and I’m an admitted newbie! You won’t see me taking Marcus or anyone else to task for having a different opinion. But I am loving this game so far.

Still, Jasper, I loved SWG too.

I’m not knocking Marcus’ opinion, and I may well end up hating the game (as you rightly point out, you did like SWG!), but my experience with MMOs is that they are only ever fun if you play with people you know, at least in passing. Considering how quickly the Qt3 crowd moves on, it’s probably now or never. ;-)

Of course between kids, game backlog, possibly a new 360, boardgames, the Conan RPG I just started, and the startup company I’m itching to take off the back burner it probably should be “never”, but it’ll likely come down to a spur of the moment whim (as my MMO purchases always seem to). $50 and some ugly water won’t make a dent either way.

I was in the beta for PotBS for over a year. I’m kind of burned out on the game now actually, though it was fun for most of the time I played. It’s just that starting over from scratch 6 times in 15 months tends to make you loathe doing it one more time once retail hits. Such is the price we pay for playing in beta.

Anyway, here’s a little rundown I wrote for some friends of mine who were interested in the game now that it’s on retail shelves: (I would second Marcus’ recommendation of try before you buy!)

Be warned, this is not Pirates of the Caribbean Online. PotBS is much more mental of a game, requiring a lot of planning and foresight to succeed, especially in the economy. Calling it “Eve with Sails” is fairly accurate, though you’ll spend far less time grinding in the economy because raw materials are produced in abstract even when you are offline.

Basically the game revolves around three major aspects:

  1. Your ship.
    While you have an avatar in game, and some missions do require avatar combat, it’s really your ship that is your “character” in game. Avatars can be equipped with a small range of weapons, armor and equipment that helps boost their effectiveness in swashbuckling combat, but ships can be equipped with a dizzying array of upgrades, add-ons and boosters to make them customized for a variety of purposes. Add to that the fact that there are literally dozens of ships you can choose from, and the combinations are endless. Your ship is how you travel, it’s how you fight 80% of the time, and it’s where you will spend the vast majority of your game time. Custom colors, flags and sails can give ships unique personalities or tie guilds together through uniform appearances. This is not WoW or Everquest, if you were hoping for a pirate that you could customize with epic armor and a flaming cutlass, this is not your game.

  2. The economy
    The economy in PotBS is based on “lots” located in ports. You have 10 lots you can manage, and they can be spread throughout as many ports as you like. Every port has specific resources tied to it, and those resources influence what sort of structures can be built there. Structures can either harvest raw materials, refine raw materials into components, and/or fashion components into finished goods.

A perfect example of the PotBS economy at work is shipbuilding. To build even the smallest and simplest of ships you will need wood, iron, cloth, stone, leather and provisions. You will need a lumber camp in a port with oak forests to harvest logs. Then you will need a mill to process the logs into boards, masts, keels, etc… You will need an iron mine to produce iron, then a forge to smelt the iron (using limestone from a quarry) into ingots, nails and other components. You will need leather made in a tannery from hides gained from farms or hunting lodges. You will need cloth for the sails, gained from textiles mills that produce it from raw materials from plantations. You will need provisions, which are made form things like beans, wine, cheese, rum, meat and fish, all of which come from various raw materials sources. You will need guns, forged at a Weaponsmith from iron and wood. Finally you need to tie all this together into a ship with masts, sails, hull, guns and whatnot, which requires a shipyard. Shipyards can be small, medium or large, with each being able to produce larger ships but taking more lots. The larger yards can only be built in ports with deep harbors.

So you can see how building a single ship is a monumental effort that requires a robust economy to support it. In fact, it’s nearly impossible to build a ship all by yourself, you simply can’t build enough structures to do it solo. However, the economy is entirely player based, so while you may be able to crank out 75% of your ship parts yourself, you can sell or trade your overflow production to other people for the other 25% of the pieces you need. I was able to build my own ships in beta, forging trading alliances with other ship builders to support one another with pieces each of our economies could not produce on their own. You can also trade looted and/or manufactured goods to European Trader NPSc for some components like cannon, wine and other hard to find goods. There is a lot of room within the economy for people to get very wealthy with only modest production. I never wanted for income during beta, even with the limited player base I was making hundreds of thousands of doubloons once I got the hang of production.

  1. Combat

Here is the real star of the game. Naval combat is a mix of Sid Meier’s “Pirates!” and something more strategically complex. Sailing your ship in combat you must account for factors such as wind speed and direction, location, range and number of both your guns and your opponents, ammunition type used, hull strength and even number of crewmen if you want to initiate boarding combat. It takes a bit to get used to the sailing model, but it’s easy once you’re used to it. Just as in real life, a broadsides is recommended, with being able to do so against another ship who is angled away from you being the ideal situation to minimize return fire. Smaller, faster ships have the maneuverability advantage, but woe be to those who sail into the broadsides of a 50+ (or even 100+) gun ship of the line. Ships that close to within 40 yards or so can attempt to grapple and board, where the outcome is then determined by avatar combat on the deck of the ship.

Fighting the NPCs is fun and exciting. I got to where I was good enough with the smaller faster ships that I could often close on a larger vessel, soften it with some grapeshot to reduce the number of crew, and board it, fighting the captain and his crew to take the prize mostly undamaged. Larger ships just blow stuff out of the water, often employing chain shot and other sail reducing ammo to slow faster ships and make getting a devastating broadsides easier.

PvP is the crux of the game. Ports are assigned to a faction at the start of the game, but can be put into contention by attacking ships sailing in the waters around them. Once enough contention points are built up, a battle will ensue where ships from both sides can get invited to participate. Winning that battle either captures the port or saves it. It’s important to control ports as it makes the economy much easier if you own the ports where the resources you need are located. While it is possible to build up reputation with the other factions so that you can trade in their ports, you do so at a distinct disadvantage (heavy taxes on all production) that make it undesirable to do so. Also, only the “merchant” character class can effectively trade in other factions ports.

So basically the jist of the game is: Explore the map, fight NPCs and do missions for loot and levels, build up your level/economy/wealth to afford bigger and better ships and outfitting, and then use those ships to explore further, complete more missions and eventually join in the PvP port contention end-game.

Also, there is pirate customization out the wazoo. However, it’s not tied to “levels n’ loot”. At any time you can go into a tailor’s shop and redesign your appearance, complete with layered clothing and jewelry, from scratch. You can get some items from quests that add to the already huge wardrobe (like an eyepatch or a pegleg) but they’re mostly cosmetic.

While there are some equippable personal loot items they don’t show up on the avatar (with the single exception of pet parrots - but few equip them as they take up one of three “active” item slots).

Edit: Swords do show up but not guns or equippable clothing items.

That sounds awesome. My resistance is wavering…

For “pre-boarding”, do you just get some sort of code when order, that then lets you download now?

I ordered via Amazon and they sent me an email with a preboarding code so I could get signed up. Some people have been having issues with different outlets. I’d check the forums over there and see what’s up with that currently.

I’ll probably just order Amazon then, since it worked for you. Now I have the rest of the day to mull over my madness…

Damn you folks! I had successfully put this game out of my mind entirely and now it is almost out?

Just put in my Amazon preorder…

I hate you people.

Ok, so it didn’t take all day, I just succumbed and picked it up from Amazon.

I, too, hate you bastards! That’s probably why I’m a pirate. Yarr!

I just hope you can bury treasure, or if you can’t, that they get right on that important feature.

Does the combat require a lot of dexterity or quick reflexes? Please say yes so I don’t have to pre-order :) My dexterity/quick reflexes limit is about what you’d find in WoW or EQ2. This and the PvP aspect (I’ve never been good in PvP) are my main concerns about the game.

Must … resist … urge … look … away …

Slainte, good write-up, but one thing i’d correct is that the ‘crew’ of your ship actually doesn’t represent your crew, but your crew’s morale/effectiveness(i cant recall the actual term used). This explains why you can reduce their ‘crew’ to 1, but they still manage to deliver a full 20 gun broadside to you.

There still is a crew number, but it’s based on ship size and i believe it’s the product of this number and the effectiveness which determines the size of your boarding party.

I found this to help me alot in understanding how the combat works(and why that red ‘crew’ bar kept refilling) and probably be helpful info to people just picking up the game…

lorini: not really. If you played Pirates!, it’s a pretty similar mechanism. You set your speed(sail) and then adjust your rudder left and right, hitting the spacebar or mouse when you want to launch a broadside…

Well, avatar combat takes some ability to react quickly to changing circumstances - if you go the boarding route. However, you don’t have to play as a hardcore combatant - there’s a Freetrader class all nations (except for Pirate) have access to and he won’t be doing much boarding at all if he doesn’t feel like it.

In many cases you’ve got crew around and you can manage them effectively to minimize your own exposure - at least against NPCs.

PvP is going to be the beating heart of the endgame but that beating heart still needs arteries to feed it. That’s where the economic game comes in. PvP isn’t forced. It only happens when you’re around a port that’s disrupted or in contention or if you chose to flag yourself as full PvP.

If you don’t like PvP, check your map to make sure you’re avoiding dangerous waters, and don’t toggle your PvP flag. That might be inconvenient at times but plenty of folks in the forums seemed to have done just fine focusing on the economy and the PvE game - and to an extent they can also contribute resources and victory conditions to the PvP game.

Putting a port into contention between factions is based on sinking a certain number of the local Nation’s NPC ships in the vicinity. A PvE gamer can do that just as well as a PvP gamer.

Sigh. I caved. But then I noticed that I can hold onto my $ if I cancel the order before 12:01 a.m. on January 22. Anyway it’s downloading.

Thanks for the write-ups and impressions. Sounds like an interesting game, but I think I’m going to wait on it a bit.

Erik J.

Avatar combat requires zero reflexes. My experience with boarding party combat is just run into the crowd and button mash, then eventually your crew wins.

Or if you are more savvy you can win a bit quicker by finding the enemy captain and stabbing him her repeatedly.

I played to level 20, up til then the vaatar combat had nothing to recommend itself. It was either childishly easy (most of the time) or impossible (a small amount of the time) and only very very rarely was it actually a challenge over which you could succeed with superior tactics and timing.

The ship combat on the other hand is very cool. Very fun. They did, IMHO get that right or almost right.