The Official PotBS Newsletter
Legacy
(/ˈleɡəsē/), noun; the long-lasting impact
of particular events, actions, etc. that
took place in the past.
Table of Contents
●
The Return of Rates to Legacy
●
Enhanced Graphics (Live and Legacy)
●
Increased Level of Detail (Live and Legacy)
●
Field of View (FOV) Control Slider (Live and
Legacy)
●
Group Strength Removal (Legacy)
●
Adjustable Camera Height (Live and Legacy)
●
Newly-Tradable Items (Live and Legacy)
● New Marketing Video
●
Ship Strength and Combat Level Changes
(Legacy)
●
New Port Battle Scheduling System (Live and
Legacy)
●
Faster Downloads and Updates
●
Improved Network Performance (Live and
Legacy)
●
The Return of Antigua
● The Legacy Server
●
Ongoing 2023 Tech Refresh
●
The Bounty Hunter System
●
Customer Support Hours
●
Legacy and the Subscription System
●
How to Download the Legacy Game Client
Update: Mighty Engines of Destruction -- The
Return of Rates to Legacy!
The greatest and most deadly naval vessels of
the 18th Century are making a reappearance upon the
Burning Sea! Although removed by Flying Lab in an
earlier build, these colossal ships are now
returning to the Open Sea of Legacy, and are
expected to soon make their presence known in
engagements supporting their various Nations'
efforts to conquer the Map!
Ships to Return include:
● The
Invincible, a First Rate Ship of the Line (112 Guns: 108 Long Guns + 4 Swivels) ● The
Prince, a First Rate Ship of the Line (112 Guns: 106 Long Guns + 6 Swivels) ● The
Trinity, a Second Rate Ship of the Line (102 Guns: 96 Long Guns + 6 Swivels) ● The
Triumphant, a Second Rate Ship of the Line (92 Guns: 88 Long Guns + 4 Swivels)
These Ships of the Line represent
huge investments by their
Nations, and so will appear in
limited numbers.
These Ships
will not be available in Treasure Aisle
-- each ship must
be built by
Players.
More on these Ships will be posted in the
#announcements
Channel of the official
Game Discord Server!
Update: Enhanced Graphics (Live &
Legacy)
When Pirates of the Burning Sea was first released by
Flying Lab, the average computer was a far cry
from what it is today. A bewildering combination
of various graphics cards, changing standards
and overall low performance led FLS to set
the default opening graphics settings relatively low.
These low settings were never changed, even as the average non-gaming computer or laptop
long passed the ability to run everything on maximum
settings without breaking a sweat. New Players
entering the game were often
less than impressed
by the quality of the visuals, and sometimes quit
playing before they ever thought to
turn up the graphics settings!
New installations will now default to the
highest possible graphics settings the engine
can produce, which will serve to make the game much more
visually appealing to first timers -- and
hopefully increasing first-time Player retention
as a result!
Update: Increased Detail (Live &
Legacy)
Up until now, as a performance measure
implemented by FLS to ease the graphics burden on
Players' computers, the game utilized a fixed
maximum
Level of Detail (LOD)
which was far less than what the Engine itself could
handle.
This limit to LOD meant that distant ships,
buildings and other objects were often rendered
quite poorly. The further away from the camera
objects were, the lower-polygon they became. Rigging
vanished, enemy crew were not visible and ships
became vague silhouettes. This translated to
less-than-ideal visuals captured in Game Videos and
took away from many of the most-epic and thrilling
moments that the Burning Sea could provide its
players.
Since even the most anemic modern computer can
handle a lot more in terms of graphics load than the
original setting was meant to restrict, we have
fixed this! With the current update, all
Players will now enjoy an enhanced
Level of Detail in every area of the game.
Update: Field-of-View Control Slider
(Live & Legacy)
One of the classic complaints of players was the
inability to control the Field of View (FOV) of the
camera in the game. The default setting, as originally
implemented by FLS, was not really optimal for today's
widescreen monitors.
This update introduces a
Field-of-View (FOV) Slider, which will allow Players to adjust the field of
view from close-up to a much more panoramic
level. With the slider, Players can now adjust
the setting to the perfect level for their display and
to their own personal taste.
Shifting to a larger field-of-view allows much more of
the surrounding area to be seen
(both in Port and at Sea), as shown
below:
In Port: Normal FOV (Fully Zoomed Out)
In Port: Maximum New FOV (Fully Zoomed
Out)
Open Sea: Normal FOV (Fully Zoomed Out)
Open Sea: Maximum New FOV (Fully Zoomed Out)
Update: Group Strength Removal
(Legacy)
When
Vision was discussing with the players on
Discord which build of the game should be used as
the basis for Legacy, one common element that
everyone on Discord agreed with was that
Society Warehouses
were a necessity. And so,
v2.10
(the earliest build to incorporate Society
Warehouses)
was chosen as the basis for Legacy.
However... in addition to Society Warehouses,
v2.10 of the Burning Sea also included
Group Strength.
For many of the Veteran players that returned to
try Legacy (some of whom had played in the earliest
days of the game), the presence of Group Strength
made Legacy "not Legacy enough". Voices were raised both in support
and opposition to the system. After having read
through the online discussion and debated the matter
internally, the Devs at Vision
(who had never been satisfied with Group Strength
as a solution to the problem)
agreed with the core element of the online
discussion -- that "Legacy" was
always
going to be more than merely the build that it
originally started on. In order to capture the
best experience of the game, Legacy should be
modified to fit the desires of its players. In this
case, stepping back
even further
into the past -- to a point before Group
Strength existed.
So in this update,
Group Strength has been removed. Any number of attackers can engage
any number of defenders. It is a return to
the halcyon early days of the Burning
Sea, where power and skill ruled the Open Sea. Let
us see where this wind takes us!
This change is accompanied by a longer
Reinforcement Window, increasing up from 3 Minutes to
5 Minutes.
RvR Port
Patrolling
and
Blockading activities will still require a Group
with
500
(or higher) Group Strength to initiate.
Update: Camera Height (Live &
Legacy)
Among
the initial settings the game loads was an
ancient "Camera Height" value, which dated back to the earliest days
of the game. While this value could be changed
via a special GM-only debugging command, for
Players, the default camera height was simply
not adjustable. In Vision's opinion, the
original FLS Camera Height setting was somewhat
high, and it resulted in the player's view
always being elevated. It did not allow for
good screenshots, and if the Player tried to
zoom in, it only gave a view of the top of the
head.
In this update, the Camera Height has been
changed to be more
eye-level
with the characters. The zoom path still keeps
the high view when pulled back at maximum zoom,
but allows for a more in-the-world level of
interaction when at middle-zoom levels.
Full-body, eye-level screenshots can now be
captured, and the world is just a bit more
immersive when your view is down at the
characters' level.
For new installations, this will be the default that it
will start out with. For
existing installations, you can find a new "Camera Height" Slider under your Graphics Preferences. Adjust it
to where it feels best for you!
Update: Newly-Tradable Items (Live
& Legacy)
Many items which were formerly
not
tradable or salable on the Auction House
can now be traded and/or sold, including:
● All Writs
● All Bonus Doubloon Books
● All Bonus Experience Books
● All Bonus Faction Books
● All Bonus Loot Books
● Level 50 Advances
Go through your inventory and see what is suddenly
marketable!
Update: Items Removed from Treasure
Aisle (Legacy)
Several items have been removed from Treasure
Aisle on Legacy. The reason for this was that
since Legacy requires a Subscription to access
(and the Subscription provides all of these
Account Upgrades), not only are the items and
upgrades redundant, but their presence in Treasure
Aisle could lead to Players accidentally
purchasing them without needing to. The items
removed include:
● Dock Slots ● Econ Slots ● Ship Insurance ● Ship Storage ● Career Respec ● Swashbuckling Respec ● Society Charter
Update: New Marketing Video
Short
A 4K UHD video short has been made to promote the
Burning Sea! It can be viewed by clicking on the
following link:
PotBS Trailer (2023)
Update: Ship Combat Levels and
Strengths (Legacy)
Two ships are being adjusted in this Build.
Specifically, the ships and the changes to
them are as follows:
●
Arcadia Mastercraft: Ship
Level is increasing from 44 to 45 ●
Defiant Mastercraft:
Combat Level is increasing from 40 to
50
Update: A New Port Battle Scheduling
System (Live & Legacy)
One of the classic problems experienced by
Captains upon the Burning Sea involved the
struggle over
Port Battle Timers. Much gnashing of teeth and wails of dismay were
often heard when a Port Battle wound up being
scheduled at some ungodly hour of the morning.
While some grim-faced Captains turned out of bed
at those hours, responding to the call of their
alarm clocks, swilling coffee, hoping that they
would be one of the chosen to receive an
invitation, most did not -- and so "off-hour"
Flips became a way to not only win the resulting
Port Battles more easily (because few enemies
would turn up in defense), but also a major bone
of contention.
The reason for multiple Live servers was largely
to ensure an equitable spread of Port Battle
timers. So, you had (for example) an EU Server and
an NA Server, each with separate Port Battle
windows to match the "prime time" of their
respective populations. This did not really solve
the problem of Battles at the edges of that
window, unfortunately. Some Players always got
left out.
With the emergence of Legacy, the problem of
having only a
single-server, single-port-battle-window but
a truly global population rapidly manifested.
Many players were unwilling to participate in Port
Battles that were scheduled to happen in the wee
hours of the morning (their time), and so were
effectively denied the ability to participate in
RvR content.
In an initial attempt at addressing this, Vision
manually set the Port Battle hours for Legacy to
be centered upon the greatest population online at
the time (which happened to be EU-centric). This
did not serve to make the edges of that 12-hour
window any more appealing, and that is where the
FLS system automatically preferred
to schedule Off-Hour Port Battles... in the
"first available" slot. This classic flaw proved
just as irritating to Players on Legacy as it did
in the original v2.10 Build from FLS.
Rather than follow the original FLS model and
create multiple Legacy Servers (each aimed at
servicing the needs of a different Time Zone),
Vision's Design and Engineering teams set to work
to try and devise a more equitable solution
than the original Port Battle Scheduling system
designed by FLS.
It has taken a while to be finalized, but this
new system is finally ready for release --
a brand-new
Port Battle Scheduler
that not only continually adjusts the overall Port
Battle window to remain centered upon the highest
point of the daily population curve
(which ensures the greatest number of Port
Battles will be available to the largest number
of players), but also schedules Battles to take
place at optimal times when set against that
population. It also ensures that Battle times partly relate to
Flip times, so canny Captains can still try to
make Port Battle schedules a little awkward for
their opponents.
We recognize the new system is not perfect,
for although the largest population will be able
to engage deeply, there will always
be smaller populations who are in
distant Time Zones and will be unable
to participate in RvR as strongly as the
primary population. However, looking at the
numbers, we feel that so long as there are a
reasonable number of flips taking place,
populations at the edges should still be able to
participate in more Port Battles than under the
original FLS Port Battle Scheduling System.
More detail on exactly how the Port Battle
Scheduler works will be made available in the
#announcements
Channel of the official
Game Discord Server, as well as in the
Dev Blog
section of the Game Web Site.
Update: Faster Downloads, Faster
Updates
Pirates of the Burning Sea uses a third-party
tool called PATCH as part of its
installation / upgrade system. Back when we
switched over to using it
(and moved away from the classic
FLS/Portalus era BitRaider tool), there were complaints from users at far distant
locations (those with high latency) that they were
seeing very poor download speeds. These
download speeds were the result of PATCH only
utilizing a single download channel. The greater
the latency between the downloader and the
Datacenter, the slower that single data channel
would effectively be.
Working with MHLabs, the creator
of the tool, we helped get a multi-threaded
"slice download" system built into PATCH,
which splits all files to be sent into
slices, and sends them out over multiple download
channels, to be reassembled on the receiving side.
While the speed of each individual channel may be
less than the best possible speed of a Player's
connection, the use of many of them at the same
time ensures that Players can wring the last drop
of download speed out of their connection. As our
CDN has its own 10 Gbps network feed, Players can
usually fully saturate their own personal downlink
when installing (or upgrading) the game.
A future version of PATCH
(the Enterprise version) will allow us to
include both LEGACY and
LIVE server builds within a
single Launcher. Players will be able to be
install, update and launch various Builds
right from a single Launcher. We are hoping
to be able to roll this newer version out around
September or October of 2023
(if PATCH Enterprise is ready by then).
In this current release,
PATCH has been upgraded to use
32 download threads. Both LIVE and
LEGACY are now using it.
Enjoy!
Update: Improved Network
Performance
From the outset, the game's network
performance was something that Vision wanted
to improve, but tearing apart the game
and building an entirely new,
modern network layer utilizing
encapsulated UDP over TCP
(to eliminate head-of-line blocking latency
concerns and increase reliability) simply wasn't feasible from a labor
perspective. As an alternative, we
experimented with many different tweaks, from
various congestion controls to
utilizing different peering fabrics. We
even set up new edge networks for the game
servers on dedicated 10 Gbps fiber links. But
although each of these elements created
some minor improvement, the
core problem derived from UDP did not change.
I.e., once the packets left our network they
were subject to all the whims, whiles and
petty vicissitudes of the Internet. Any
bad hop or packet loss on the route
between our Datacenter and a Player would
often mean trouble.
To
explain why this was, the network layer of
Pirates of the Burning
Sea was crafted by programmers
in an era that had
far
less internet traffic than is seen today
(a mere 6.5 Petabytes per
month in 2007 versus nearly 400
Exabytes per month
today), far fewer hops and transits, and one in
which the conventional wisdom was to utilize
UDP to reduce latency.
FLS's desire for less latency (and their
choice to use UDP) was driven by the fact that
many aspects of the game perform best on
low-latency connections. Veteran players know
this all too well -- players located
closer to the Servers have historically always
enjoyed an edge over those dealing with
higher latency.
This difference was most apparent in FLS's
highly-latency-sensitive Avatar Combat
(AvCom) system, which had
people lagging and rubberbanding around the
ship during boarding actions if their latency
was above a certain level. Also, at times
Players with not just high latency, but
also those on poor internet connections with
packet loss (aka in "rough seas")
would find themselves unable to raise
sail, fire their guns or even move on the Open
Sea, not to mention getting unexpectedly
disconnected.
The game seemed to grow even more sensitive
on the network side of things over the passing
years, but this was actually due to the
decline in quality of the Internet over time
as opposed to back in 2007-2008. Today there
are many more substandard hops out there, a
lot more problems, and
a whole lot more
traffic. Using connectionless, unreliable UDP
datagrams for the game's network traffic would
rarely be a current choice for any modern game
that expected to have players all over the
world like the Burning Sea does.
As was mentioned above, UDP
does
have some benefits, but in our
application, faster routing and lower latency
are the ones FLS was aiming for. But because
UDP is a "fire and forget" /
"best effort" protocol,
if UDP packets aren't making it to their
destination,
the sending computer
doesn't know about it,
and so doesn't re-send them. This has been the
core problem.
Because of this in-built limitation, UDP
is inherently an
"unreliable" protocol, and relies on
the internet to ensure blind delivery
of its packets to their destinations. This is
not the case with TCP, which tracks every
packet and resends any missing ones. While
this adds some latency due to the required
acknowledgement of each packet
[and potential retransmission of missing
ones]
plus also being occasionally subject to things
like fragmentation, head-of-the-line blocking,
etc., etc., overall TCP's reliability when it
comes to getting packets where they belong
across the Internet carries over very well
within the game. Things like rubberbanding,
non-responsive sailing controls, stuttering
AvCom, and disconnections become vanishingly
rare when using TCP instead of UDP.
After months of trying to improve things
from an infrastructure perspective, we
eventually chose to
abandon UDP entirely
-- essentially, forcing the game to use
TCP
instead of
UDP. The change was
initially offered as a temporary
.ini
file for public testing on the official
Game Discord Server. It was met with solid reviews, and solved
a lot of Player issues. Following several
months of public testing, these network
changes have been added to the main Game
Client in this update. Now, both
LIVE and
LEGACY use
only
TCP -- never UDP. The game experience is
notably improved when playing from a poor
connection.
Update: The Return of
Antigua
The Live Server Antigua suffered
database corruption late last
year and was taken offline for
repair. However, after doing so it was
discovered that the
[rather-expensive] backup system
that we had built for it, which backed up
the Server every 15 minutes, had stopped
functioning properly for Antigua at some
point in the intervening months, had not
sent out any alerts and no one had
noticed. Only when we pulled down the
latest backup was it seen that Antigua's
backup data was months out of date.
(Roberts' were fine, btw)
This was very much an
all-hands-on-deck
moment, as Engineering went through our
options with a fine-toothed comb.
We did not want to perform a massive
roll-back of such a duration,
so after much internal discussion we
decided to undertake a fairly major
operation -- attempting to rebuild the
months of missing data using reference data
from a different database. The process was
greatly complicated by the fact that data in
the main database used by Intrinsic Alchemy
stores its data in binary blobs, rather than
a more straightforward and easy-to-access
manner.
Worse yet, Antigua's database issue had
happened at the
worst possible time, when the Engineering Team's hands were
already full to overflowing getting Legacy
ready for launch. As a result,
we had to decide whether to postpone
the launch of Legacy while we worked on
Antigua, or to postpone getting Antigua back
online while we focused all of our efforts
on launching Legacy.
Although it was very much a
rock-and-a-hard-place type of choice,
because Legacy had already been delayed more
than once, it was reluctantly decided that
we would have to postpone starting the work
on Antigua until after Legacy was online and
stable. We wanted to have Legacy out in time
for Christmas, and working on Antigua first
would necessitate pushing back Legacy's
planned launch into the New Year.
So the issue of Antigua was temporarily
shelved, and all efforts were put on Legacy.
Legacy launched at Christmas as planned and
promised, to great fanfare. But there were
issues -- almost no launch goes perfectly,
and Legacy was no exception. Quite a few
months passed following the Launch until we
had managed to get things stable -- there
were plenty of problems at the start.
Networking. Load Levels. Crashes.
Disconnections. But one by one, the vast
bulk of these issues were solved.
Legacy and Roberts were eventually running
smoothly, and players were not getting
disconnected, crashing or having most of the
major issues that were seen at the outset...
although there were (and still are) a number
of outstanding issues, such as the Open Sea
Battle Marker clickability bug, the
6-vs-6 bug, etc., etc. that had
arisen during our upgrade of the game's
Visual Studio Libraries to VS2019. But as
things were mostly stable, despite the
above-mentioned bugs still present, we
deemed the time was right to turn our
efforts over to the repair of Antigua, and
to get back to the outstanding
Legacy bugs once Antigua
was online again.
Work began on the repair, and as Engineering
expected, it was slow and tedious, soaking
up weeks and weeks of time. Even
progress on this current update was
drastically slowed by it. Periodically, all
work also had to stop to address urgent
issues on Legacy.
But with all of that behind us, we are now
almost at the point where Antigua will
reopen.
The vast majority of Accounts on
Antigua did not lose anything, and
will be found exactly as they were
upon logging in.
But despite best efforts, not all of the
damaged data could be recovered --
particularly,
some of the newest Accounts that had
been created were damaged, and some of the most-recent activity was
lost. Even some Auction House data needed to
be restored using the last backup.
We have a list of all affected / damaged
Accounts. We will be sending each Player
from those Accounts an e-mail explaining
that their Account was damaged, and
providing them with a compensation package
to help them rapidly recover from the loss.
That e-mail will go out the day after
Antigua appears once again in the Server
List, a few days after this Update goes live
(and this Newsletter goes out).
Also, the backup system has been repaired
and is working properly now -- with new
safeguards in place, to ensure any
issue with it will be immediately brought to
Engineering's attention.
Please note that there have been some
changes on Antigua to accommodate its
extended downtime. These mainly involve the
extension of all Auction House Listings and
an alteration of the time allowed for an
unsold item being given to the Poor if not
picked up.
Consequently, we hope that the reopening of
Antigua will go well, but Customer Support
will be standing by to assist if there are
any issues, concerns or questions.
Currently, Antigua is visible in the Server
Directory in
Offline
Mode. Once the final work is completed by
Engineering, Antigua will transition
to Locked
Mode, and will remain there while
Customer Support completes a full
functionality sweep of the Server. At that
point Engineering will return Antigua as a
valid target for BSN Purchases in the BSN
Store and the doors will be opened for
Players at an appointed hour, which will be
announced in advance on the official Game
Discord Server.
Update: The Legacy
Server
The latest big event for PotBS
was the launch of the
long-awaited
LEGACY Server.
This fresh-start Server opened
its doors just before Christmas
on December 23, and what a great
Christmas present it was!
Holding vast appeal for Veteran
players, Legacy proved very
popular, and many long-lost
players returned to play the
game they loved -- the classic
PotBS experience that
only Legacy can
provide.
LEGACY is an
earlier version of PotBS, based
on v2.10 of
the game
(the
build where Society
Warehouses were
introduced).
It features a more classic array
and diversity of ships, skills,
ship stats, tactics, economy
pipelines and much more. Yet at
the same time, Legacy has
been updated
to take advantage of
Vision's recent modern
enhancements, such as the
Automatic Chat Translation
System, in which the game's Chat is
automatically translated
back-and-forth between Captains
into the various Game languages.
So, if your Game language is set
to English, and another Player's
game is set to Spanish (or
German, etc), each Player will
see the Chat in their own
language, and can freely speak
back and forth with one another.
As PotBS is played globally, the
Automatic Chat Translation
System has shown ever-increasing
value.
Although the Live Servers (v2.17)
remain Free-to-Play, the Legacy
Server (v2.10) requires a
Subscription
to access. The presence of the
Subscription grants benefits to
the
entire Account,
including both the Live and Legacy
Servers. An Active Subscription
provides the following benefits
(across
all
Servers)
while active:
● 6 Character Slots per
Nation ●
10 Economy Slots per
Account ● 5 Ship
Slots per Character ●
Dry Dock (100 Ship Storage
Slots per Character) ●
Insurance compensation for
every ship lost ●
Epic Missions Unlocked ●
Society Creation without
Charter ● +10%
Increased XP Gain ●
+10% Increased Loot Chance ●
+10% Increased Faction Gain ●
+20% Discount on Purchases
made with Burning Sea
Points
Ongoing 2023 Tech
Refresh
Following the release of
Legacy and as part of Vision's
tech refresh for
2023, several additional
servers joined the PotBS Cluster
to support ongoing development.
The first of these was a
Dell EMC PowerEdge
R740xd
with two Gold-class 2.7 GHz
18-Core CPUs, 768 GB of RAM, Dual
Redundant Hot-Swap Power Supplies,
dual 10G XFP Fiber Network Ports,
dual 40G InfiniBand Network
Ports and a total of 28
(24+4) dual-port 12G SAS SSD
in its internal RAID Arrays. The
second (and third) servers were
Dell R640s, each with two 3.0 GHz
Xeon Gold CPUs, Dual Redundant
Hot-Swap Power Supplies, dual 10G
XFP Fiber Network Ports, dual 40G
InfiniBand Network Ports and two
dedicated high-speed edge Network
Interfaces.
The next (and last) four
servers of 2023 scheduled to be
configured and added to the Vision
Cluster are two
Dell PowerEdge R830, with four Intel E5-4667 18-Core
Intel Xeon CPUs, 1.5 TB of RAM and
sixteen 12G SAS SSD in their
internal RAID Arrays, along with
two more
Dell PowerEdge R740xd, with 24 dual-port 12G SAS SSDs
apiece. Once that is done
(they have been sitting on the
side and waiting now for a few
months while we have been busy
with other tasks),
the stage will be set for our
rolling server upgrade, as well as
our back-end network upgrade,
which will take us from 40
Gbps (QSFP+) up to 100 Gbps
(QSFP28).
This upgrade will more
than double the maximum
possible throughput of
each Server
when sending data
over the Internal
Network.
All of the puzzle pieces
for that upgrade are
also on hand (100 Gbps QSFP28
Switch, 100 Gbps Network
Cards, QSFP28 Cables,
etc), but the two upgrades
represent a pretty solid
chunk of work, and so have
been pushed back a few
times already. Several
weeks of focused effort
will be required, as the
first stage is a
rolling
upgrade of all the servers
in the cluster.
What this means is that
one by one, each major
server in the Vision
Cluster will first have
all of its workload
shifted to other servers.
Then, after being emptied
out and shut down, the
server will be
disconnected and extracted
from the rack before being
taken to a work area.
Opened up, it will have a
new QSFP28 100 Gbps
Network card installed, as
well as all of its
existing SSD Drives
replaced, a new Dell BOSS
M.2 RAID-1 Boot Card
installed, all Firmware
updated, then configured
from the ground up with a
newer Hypervisor version
before being slotted back
in the rack, connected
back up to all of Vision's
networks (including the
new 100 Gbps
network) and -- after
re-integration
and several rounds of
testing -- it will have
its original workload
restored. Once all of the
Servers have been upgraded
and the 100 Gbps Network
has been fully tested, our
internal traffic will be
moved onto the new, faster
network.
All of
these
ongoing
changes help
us to
deliver an
ever-better
experience
to our
Players,
both here in
2023 and
beyond.
Update: The Bounty Hunter
System!
Fifteen years ago, when Pirates of
the Burning Sea was first released by
FLS and published by Sony, it had some
bugs in its code. Some of these were
obvious, and easy enough to fix over
time. Some were
less obvious, and a
few of those were found (and
exploited) by unscrupulous Players,
causing a huge amount of damage to the
living game economy before they were
found and fixed.
The chaos wreaked by these sorts of
things was significant over the early
years of the game. The Engineers at
FLS, Portalus and even now at Vision,
all worked to rapidly fix such bugs as
soon as they were uncovered. But
since they are not obvious,
a common challenge across
all of the teams has been to
find the bugs in the first
place! Just when they thought they'd
closed them all, another would turn up
that had existed from the earliest
days of the game.
At the start of 2023, Vision
announced a new system of recruiting
the assistance of the Players
themselves to help find and close
these kinds of bugs. Called the
Bounty Hunter System, it is a program which directly
rewards Players for reporting
exploitable bugs.
To participate, Players who have knowledge of an
exploitable bug simply need to
write up a
clear set of instructions
on what the exploit does and
exactly how it is
performed, then e-mail it in to
Pirates@VisionOnlineGames.com. Our Testing Team will first work to
duplicate the
exploit -- and, if it is
found to be valid, the reporting
Player will be gifted a lavish set of
awards -- which can include
BSN, Special Props, Ships, Rare
Items, special Titles and much
more, all based on how critical the
reported bug was.
Remember --
bounty rewards are given out on a
first-come,
first-served
basis
-- this means that
the first person to report a
particular exploitable bug will
be the one to win the bounty for
it!
So, if
you know of
any exploitable bugs, don't wait --
become a Bounty Hunter, write in to us
about them and let us get cracking on
fixing them!
Update: Customer
Support Remains
Open Seven Days a
Week
Vision Customer Support is still
available seven days a week, due to
the added coverage provided by GM
Red Jaq rejoining the
Customer Support Team. In
addition to helping out on the
Customer Support side of things, Red
is also in the game regularly as a
GM.
Legacy and the Subscription
System
While the
Live Servers (Roberts
& Antigua) are both Free-to-Play,
the Legacy Server
requires a Subscription to
play.
The Subscription System is accessed
on the Game Web Site,
https://burningsea.com. To access the site, you will need
either an existing Account or to
create a new, free Account. Once you
log in, and are taken to your
Account Dashboard, in the top right
quadrant you will see your
Subscription Details (shown below),
such as if your Subscription is
Active or not, and how many days
remain in your current Subscription.
To get started, simply click the
"Subscribe Now" Button, shown
below:
Clicking this will take you to
the Game Store, where you can
choose the length of your
Subscription. Players can select a
simple one-month Subscription, or
can elect to purchase larger
recurring subscriptions and take
advantage of Discounts. Currently,
the price for the three recurring
Subscription plans are as
follows:
1 Month (30 Days):
$7 USD
per Month 6 Months (180
Days):
$6 USD
per Month
(14% Discount) 12 Months (364 Days):
$5 USD
per Month
(29% Discount)
Subscriptions do not
automatically renew.
You would need to come back and
pick up an additional Subscription
at some point, when your plan
finally runs out of days.
After Subscribing, the next step
is to
Download and Install the Legacy
Client
below!
How to Download and
Install the Legacy
Client
At this point in time the Legacy
Server requires a
separate Installation than
the Live Servers (Antigua
& Roberts). When you
install Legacy, it will create
its own Desktop Icons, separate and
distinct from those of the Live
Servers.
To download and install Legacy,
simply follow these steps:
STEP 1: Go to the Game Web
Site at
https://burningsea.com
and
log in to your Account.
STEP 2: Click the
DOWNLOAD
Button at the top right once you are
logged in.
STEP 3: Click on the
Legacy Server
Download button to download the
Legacy Installer!
STEP 4: Run the Installer and
let the
Legacy Launcher
download and install the Legacy
Client.
STEP 5: Run the Legacy
Launcher in the future from the new
icon on your Desktop!
Be aware
that
when you are running the
Live
Server Client
(v2.17), you
will not see
the
Legacy
Server in the list of Servers!
Similarly, when you are running
the
Legacy
Server Client (v2.10), you will
not see the
Live
Servers.
You must Download and Install
the
Legacy
Client in order to
see
and access
the
Legacy
Server!
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