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Portalus Games is the developer of Pirates of the Burning Sea, but has announced that the studio is closing down effective September 30th due to the departure of Hamled, "the only code writer associated with Portalus Games" and without him, no one else has the skills to write new code. As a result, the remaining developer wanted to give the community 30 days notice because they "believe the first possible replacement for Portalus Games as operator should be with the game community itself."
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Aloha Mr Hand !
Mind you, I guess somebody had to add the odd thing here and there to the cash shop...
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Life is too short to play bad games.
The game was made and developed by Flying Labs Studio, which also made rails across america and was published by Sony.
FLS dropped the game and a couple of former devs of said studio bought it and created a new company Portalus then re-released the game in the F2P format.
As for the failure, initial and the one now, there will be a few opinions, some already mentioned theirs in this thread.
What I seen was a game that was built as a RvR/PvP game, but because of the lack of 17th century naval combat games, and quite a detailed one in that, it drew far more PVE players than they thought, outnumbering the pvp crowd by 5 to 1, and while the game could be played that way, the limitations brought about by the original game and map design meant that all but the extremely dedicated were driven off.
They seen this and tried to change tack, adding in dailies and group pve content, but this was far too late, and it didnt deal with the major problem of the red zones(pvp), which were far too big for the size of the map they made, as when you were initiating a RvR port takeover, the red zone covered in some cases 5 other ports and closed off access to several more, instead of just blockading the port you were attacking like it should be. If the map was much bigger, or just better designed, then a port takeover would of just been the single affected port instead of half the map.
Of course there were other issues, but every game has them and I dont think they were big enough to contribute to the overall failure of the game.
To sum it up in one sentence, Naivety of the devs thinking there would be enough people within the already niche they were creating to sustain a pure RvR/PvP game which in its very nature is cannibalistic.
Sorry to say but they misread their player base and failed to make adjustments which was stupid.
The reason I played BDO and loved it is because I was left alone and able to do what I wanted and I enjoyed trading and riding along roads or sailing seas to sell things in far off places.
Games needs to accommodate PvE where the game mechanics attract PvE players if it is a hardcore PvP game that does not ordinarily attract PvE players in large numbers than it can ignore them but that was not the case for this game to its ultimate failure which is a lesson in itself.
Whenever I come across a fantastic game with great PvE that forces the players to PvP I always wonder how much more successful it could be if it did not force the PvP.
So What Now?
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
New lease on life for PotBS, lol.
Still Alive.