Post by CaptainHeff on Jul 2, 2008 17:45:49 GMT
Patch 1.5 is now out
below is description of new missions for you lvl 50's
wait for me i will be with ye soon enough
maybe we arrange a friday night session to do?
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New Epic Mission: Fortaleza da Luz
05.27.08 by HighLevelMob?
I’m prepared to call Pirates of the Burning Sea a fairly “realistic” game, at least compared with other MMOs. For those of us who were getting a little weary of playing orcs, elves, hobbits, and the like, taking control of a persona who could have lived in an actual place and time—albeit a romanticized version of that place and time—definitely has its appeal. That doesn’t mean, though, that we don’t think there should be some fantastical elements in Pirates. In fact, the game’s more realistic tone provides a great backdrop that makes the fantastical elements seem even more intense, since they are not the norm.
So, with MattT and me currently focuing on creating more group content similar to Bey’s Retreat, and all the positive response from the supernatural story arc, we decided that we wanted the next Bey’s Retreat-style epic mission to be a continuation of the supernatural story arc. As it turns out, Woodrodious had been working on an awesome piece of room art as a side project that sealed the deal and helped us nail down our vague ideas into a concrete plan. Out of this perfect storm came Fortaleza da Luz, a former Knights of Christ stronghold that has been forgotten for over two centuries.
Since Fortaleza da Luz is connected to the supernatural story arc, the key emotion we want to invoke is, naturally, horror. Matt and I are both big fans of the horror genre, but starting on this project we also knew how difficult it actually is to successfully make people scared. Even in the comparatively controlled environment of a film, there are countless examples of spectacular failures to invoke fear, usually resulting in unintentional comedy.
And the track record for video games is even worse; I can count on one hand the number of games that have genuinely scared me. A lot of this is because horror is based around making a person feel helpless in some way, and in a video game—a media whose key feature is interactivity—that can be really tough. It’s even tougher in an RPG-style game in which combat is by neccessity reduced to numerical representations that tend to distance players emotionally from their in-game characters.
In light of this, Matt and I wanted to concentrate on invoking the emotional response we want in between combats, working off of the idea that a bad guy you can’t see is almost always scarier than one who is on-screen. This sentiment of the unseen generally being scarier than what is seen was echoed by you guys in the In Concept thread that we started a while back to make sure that we were creating something that our playerbase would enjoy.
Of course, Fortaleza features a difficulty level on par with that of Bey’s Retreat, so if nothing else we hope that at least the players will be a little scared of that aspect of the enemies. But in a horror film or video game, once the combat starts the player generally ceases to feel actual fear and starts feeling adrenaline. Granted, that in-combat feeling can produce the “Oh God I’m going to die” type of fear—and we certainly hope that is the case when our players encounter the enemies Fortaleza has to offer—but that is not the same as the creepy, spine-tingling dread that we want to evoke between combats.
That said, there’s a lot of other stuff you guys can expect out of Fortaleza da Luz. Like the Bey’s Retreat epic mission, Fortaleza da Luz is a 6-player group mission. It’s for level 50 players and features a very high level of difficulty—players will have to work together or perish. Fortaleza also features enemies the like of which you have never seen before in Pirates of the Burning Sea. I don’t want to give any overt spoilers, but let’s just say that something awful happened in Fortaleza over two centuries ago involving a character from the supernatural arc.
Although Fortaleza da Luz is a continuation of the supernatural story arc, it is not a direct continuation of where it left off in La Garza. Rather, this adventure foreshadows things to come. This was done for a couple of reasons, but the most important one was that we didn’t want to lock Fortaleza off behind the entire existing supernatural story arc. This way, the storylines are related, but there are relatively few hoops to jump through before you get into the spookiness. There are a couple of lead-in missions to set the stage, but even if your character hasn’t touched any of the supernatural missions currently in the game, you will be able to access Fortaleza da Luz. And, of course, expect some unique boss battles and some equally unique loot, including a dozen new avatar weapons with totally sweet custom art.
Fortaleza releases with the 1.5 patch. I hope I’ve given you all some insight as to how we approached creating the thematic sense of something like Fortaleza, and I’m looking forward to reading about the players’ responses to it once it goes live in June.
Enjoy, won’t you?
below is description of new missions for you lvl 50's
wait for me i will be with ye soon enough
maybe we arrange a friday night session to do?
>
>
>
New Epic Mission: Fortaleza da Luz
05.27.08 by HighLevelMob?
I’m prepared to call Pirates of the Burning Sea a fairly “realistic” game, at least compared with other MMOs. For those of us who were getting a little weary of playing orcs, elves, hobbits, and the like, taking control of a persona who could have lived in an actual place and time—albeit a romanticized version of that place and time—definitely has its appeal. That doesn’t mean, though, that we don’t think there should be some fantastical elements in Pirates. In fact, the game’s more realistic tone provides a great backdrop that makes the fantastical elements seem even more intense, since they are not the norm.
So, with MattT and me currently focuing on creating more group content similar to Bey’s Retreat, and all the positive response from the supernatural story arc, we decided that we wanted the next Bey’s Retreat-style epic mission to be a continuation of the supernatural story arc. As it turns out, Woodrodious had been working on an awesome piece of room art as a side project that sealed the deal and helped us nail down our vague ideas into a concrete plan. Out of this perfect storm came Fortaleza da Luz, a former Knights of Christ stronghold that has been forgotten for over two centuries.
Since Fortaleza da Luz is connected to the supernatural story arc, the key emotion we want to invoke is, naturally, horror. Matt and I are both big fans of the horror genre, but starting on this project we also knew how difficult it actually is to successfully make people scared. Even in the comparatively controlled environment of a film, there are countless examples of spectacular failures to invoke fear, usually resulting in unintentional comedy.
And the track record for video games is even worse; I can count on one hand the number of games that have genuinely scared me. A lot of this is because horror is based around making a person feel helpless in some way, and in a video game—a media whose key feature is interactivity—that can be really tough. It’s even tougher in an RPG-style game in which combat is by neccessity reduced to numerical representations that tend to distance players emotionally from their in-game characters.
In light of this, Matt and I wanted to concentrate on invoking the emotional response we want in between combats, working off of the idea that a bad guy you can’t see is almost always scarier than one who is on-screen. This sentiment of the unseen generally being scarier than what is seen was echoed by you guys in the In Concept thread that we started a while back to make sure that we were creating something that our playerbase would enjoy.
Of course, Fortaleza features a difficulty level on par with that of Bey’s Retreat, so if nothing else we hope that at least the players will be a little scared of that aspect of the enemies. But in a horror film or video game, once the combat starts the player generally ceases to feel actual fear and starts feeling adrenaline. Granted, that in-combat feeling can produce the “Oh God I’m going to die” type of fear—and we certainly hope that is the case when our players encounter the enemies Fortaleza has to offer—but that is not the same as the creepy, spine-tingling dread that we want to evoke between combats.
That said, there’s a lot of other stuff you guys can expect out of Fortaleza da Luz. Like the Bey’s Retreat epic mission, Fortaleza da Luz is a 6-player group mission. It’s for level 50 players and features a very high level of difficulty—players will have to work together or perish. Fortaleza also features enemies the like of which you have never seen before in Pirates of the Burning Sea. I don’t want to give any overt spoilers, but let’s just say that something awful happened in Fortaleza over two centuries ago involving a character from the supernatural arc.
Although Fortaleza da Luz is a continuation of the supernatural story arc, it is not a direct continuation of where it left off in La Garza. Rather, this adventure foreshadows things to come. This was done for a couple of reasons, but the most important one was that we didn’t want to lock Fortaleza off behind the entire existing supernatural story arc. This way, the storylines are related, but there are relatively few hoops to jump through before you get into the spookiness. There are a couple of lead-in missions to set the stage, but even if your character hasn’t touched any of the supernatural missions currently in the game, you will be able to access Fortaleza da Luz. And, of course, expect some unique boss battles and some equally unique loot, including a dozen new avatar weapons with totally sweet custom art.
Fortaleza releases with the 1.5 patch. I hope I’ve given you all some insight as to how we approached creating the thematic sense of something like Fortaleza, and I’m looking forward to reading about the players’ responses to it once it goes live in June.
Enjoy, won’t you?