The summer is upon us and it’s time to cover the State of the Game for Battle Pirates!
The team’s most important task is to improve the quality of your experience in Battle Pirates. We will do a better job to prioritize the most impactful bugs first, as well as to keep the community informed.
To start with, one of the most common complaints for the last year has been lag and game performance. Battle Pirates is a Flash game. Flash does not natively support using a graphics processor unit to load images. The first attempt to solve this graphics problem was reducing the number of projectiles was not well received because it affected your experience in battle. The upcoming solution includes an update to the game to split the processing power to run the game between your CPU and GPU. By reducing the demands on your CPU, many players will see an improvement in their frames per second as well as their loading times.
Another problem is is the discrepancy between what stats indicate and how items behave in game. We understand these can be large and scary changes, as you have invested in this content to control the outcome of your battles. Therefore we are correcting these discrepancies gradually as we identify them.
Currently the most impactful issue is in PvP. The Tier 7 Turret group bonus should be additive as stats indicated but it’s being calculated multiplicatively. Since the releases of new Tier 7 turrets, the PvP balance largely has swinged to defender side. Players felt ineffective attacking bases using any latest conquer hulls. We are on it.
The second is how countermeasure should behave. As a very well known mechanic in Battle Pirates, the countermeasures have behaved inconsistently towards missile, mortar and rockets. We are working on making it behave in a uniform fashion.
Those corrections will have various impact to individual players because everyone uses these content differently. We are doing our best to communicate our plan as early as possible, collect feedback and roll out carefully. We have no intention to make players take more damage than stats indicated and we welcome your feedback after the fixes.
For more to come, please pay attention to weekly update notes and continue to provide your top bugs through forum, facebook pages and CS tickets.
The Forsaken missions will continue to have a dual purpose in the game, of getting new tech as well as a catch up mechanic for players returning to the game. Every month you will continue to have access to new components. We are also making improvements to FM as catch up mechanic.
The goal is that when a player returns to Battle Pirates and does not have all of the most recent tech, The Forsaken Missions is the place to pick up a hull to hit the ground running.
In May as example, as the end of Siege cycle, the Ironclad and Cannoneer were added to prize pool 3 for players who have not got Buccaneer and Hydra in past few Events. Those hulls would help participate in some TLCs and get base parts from world map targets.
As the beginning of Assault cycle, we’ve also included the Apollo and Zoe’s Apollo to help players who’ve missed Phoenix and Skyfire from last year. It’s the entry hull to participate in the Monthly Event for the Assault Cycle.
We’ve also added the flagships for both the Icebreaker and Monolith to the prize pools so you could improve the performance of your FM fleets.
We would like to get to a regular cadence to distribute catch-up hulls as well as the new components in Forsaken Missions each month, with other venues to get more recent hulls such as TLCs and offers.
A fun PvP experience is built on a balanced economy. There are short term problems we need resolve to get there.
The short term fixes have largely been announced to you. We’re addressing a serious bug causing turrets to deal radically increased damage. We’re addressing an accuracy bug that was affecting all hulls, but was having it’s most profound effect on countermeasures effectiveness (making Defenders too strong). We’re improving the consistency of countermeasures. We’re releasing a Explosive Turret to help balance out base defenses. PvP has swung way, way too far in favor of defense and these changes swing the pendulum in the other direction. In long term, we will reveal content release plan that continues to serve the balanced economy of PvP space.
While PvE will always remain a big part of Battle Pirates, PvP is also where fun could be. Over the years, PvP has become a exclusive and niche experience. In the coming months we’re going to be working to make PvP more engaging, more rewarding and more exciting. Eventually it would be the experience for broader players.
The most recent addition to the Battle Pirates family is Battle Pirates HQ, the new mobile companion app. Which is available on from the Google Play and iOS App Store.
Currently the BP HQ allows you to launch fleets and auto targets. This is especially useful for hitting target while on the go. You can earn Uranium, Titanium, Base Parts, even Event and FM points. You can also access your repair queue at anytime.
In the next update will be adding a new option where you will be able to manage your fleet from the app. We have a number of additional features currently planned:
World Map Repair and the ability rehit targets
Speedup ship build and ship refits
Opt-in notifications for completion of ship build and ship refits
Base actions (speedup repair, upgrade, etc.)
Opt-in notifications completion of build repair, upgrade, etc.
Opt-in notifications of your base being attacked
Battle Pirates deeply appreciates having a enthusiastic player community. Please continue to provide feedback and we will devote our efforts to put “Player First”.