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salty 10-17-2008 10:10 AM

potco is down
 
We are excited to report that new game features are being added. Unfortunately, Pirates of the Caribbean Online will be unavailable from 12AM PDT until 3:30AM PDT while we update the game. We appreciate your patience!

thats what it says on the site
it also says this in the release notes


Release Notes - October 17, 2008

Added new Quests for Level 5 Weapons. These new Quests are unlocked when a weapon reaches Level 20 and only after the Level 4 Weapon Quest for that weapon has been completed. These new Quests involve defeating Boss Enemies, so make sure you have a crew to help fight them! The Level 5 Weapons are:
Pirate Blade (L5 Cutlass Weapon)
Bloodletter Dagger (L5 Dagger Weapon)
Grand Pistol (L5 Pistol Weapon)
Taboo Doll (L5 Voodoo Doll Weapon)
Vile Staff (L5 Voodoo Staff Weapon)
Boss Enemies can now be found in the Caribbean. They are marked by a glowing skull icon over their heads and are much more difficult to defeat than normal enemies of the same level. Some boss enemies will always spawn in the same location, while others are more rare and randomly spawn throughout the world.
The Dagger has been rebalanced with new abilities:
Backstrike - Attacking an enemy in the back using a Combo Attack now does a Backstrike and deals extra damage. However, attacking an enemy from the front with a Combo Attack deals less damage than before.
Attunement Breaking - The Asp and Throw Dirt skills now can break Voodoo Doll Attunement on players and enemies. If a player using a Voodoo Doll is hit by these skills, they will lose their attunement and will need to re-attune their targets. Also, players who recently had an Attunement broken will be immune to further Attunement breaking for 30 seconds. Skeleton enemies who have their Attunement Broken will be unable to cast voodoo hexes for a short time.
Interrupt Ability- The Asp, Throw Dirt, and Viper Nest skills can now Interrupt another player who is charging an attack (such as Take Aim, Long Volley, and Staff Hexes). Interrupting a charge will cause that player to have to start his charge over again.
Throw Dirt also now gives a 25% reduced accuracy instead of 40% and lasts a shorter duration.
Trainer NPC's at local blacksmiths can now retrain your weapons, by retraining a weapon you can refund all your spent skill points and allow you to re-choose your skills for that same weapon.
Captains now have more control over who boards their ships with a new ship-boarding permission system. Additionally, players at dinghies now have a better interface for finding ships to board.
The Game Options interface is now more clear and easy to use.
The maximum size of Guilds has been increased to 500 members.
Fixed a major issue in Privateering affecting when players can make ship repairs.
Fixed a bug where players were not allowed to sell a ship if they could not carry the gold received from the sale.
Pistol and Grenades deal slightly more damage in PVP now.
The targeting sights for weapons now only turn red when the enemy is within range. The Voodoo Staff targeting sight turns yellow when the target is within range of a Blast and turns red when the target is within range for the selected Hex.
Improved the sky, as well as updated and optimized many visual effects throughout the game.
Health meters for enemy ships should no longer randomly disappear.
Enemy ships can now attack your ship after you've disabled a flagship (but not after you've boarded it).
Players can now replay The Black Pearl Boss Battle even after defeating the Goliath.
Fixed some animation issues with NPC's that occur when players interact with them, also updated NPC movement to be smoother and less erratic.
Fixed an issue where crew members were not receiving their crew bonus when sailing on larger ships.
Fixed a bug preventing enemies from recovering Health and Voodoo. Since enemies now recover Voodoo again, Hex Eater no longer permanently disables a Voodoo Doll using enemy. Constant Hex Eater shots will still keep an enemy's Voodoo near zero (preventing heavy spell-casting). Once the shots stop, the enemy will recover his Voodoo slowly and begin casting spells again.
Green and Grey leveled enemies yield slightly more Reputation Points than before

Cannonfury 10-17-2008 10:21 AM

:)
 
yay!!!!:hiuf3:

Kat Ohara 10-17-2008 11:01 AM

I am excited to hear this!!!! Just hope that there aren't a lot of bugs still to be found while playing. WhooHoo!!!

"Kat"

Cannonfury 10-17-2008 11:13 AM

they fixed the KH invisibility glitch

Deadpool 10-17-2008 11:46 AM

WOO *three days later* HOO!!! This may be the happiest day of my life I may need unlimited again for this.

Bartholomew Foulsteel 10-17-2008 12:20 PM

I agree with "yay!!!!"

Reaver 10-17-2008 12:24 PM

YAY they're finally adding the updates

swashbuckler II 10-17-2008 01:07 PM

only thing is
taking forever to update

The Skirata Clan 10-17-2008 01:55 PM

I might skip my Comm. classes today to play more!.... hope they work....

Angel Daggerfury 10-17-2008 02:15 PM

1 Attachment(s)
Wayyyy excited about the new weapons quests, yay!
Quote:

Originally Posted by salty (Post 82449)
Fixed a bug preventing enemies from recovering Health and Voodoo. Since enemies now recover Voodoo again, Hex Eater no longer permanently disables a Voodoo Doll using enemy. Constant Hex Eater shots will still keep an enemy's Voodoo near zero (preventing heavy spell-casting). Once the shots stop, the enemy will recover his Voodoo slowly and begin casting spells again.before

Awww had no idea this was a "bug", well then I'm glad I'm done with my weapons pretty much for my 3rd pirate (2nd pirate over lvl 25 tho & also the last pirate now that you can reassign pts YAY, no more making pirates to experiment with skills), so don't really need to lvl weapons anymore on the mollusks to get over 500 rep each kill, hehe.

Attachment 1081

Maximvs 10-17-2008 03:24 PM

Quote:

Awww had no idea this was a "bug", well then I'm glad I'm done with my weapons pretty much for my 3rd pirate (2nd pirate over lvl 25 tho & also the last pirate now that you can reassign pts YAY, no more making pirates to experiment with skills), so don't really need to lvl weapons anymore on the mollusks to get over 500 rep each kill, hehe.
It was no bug - its a take-away as to intentionally slow players down. This alone was a major mistake on D's part to remove... with no complete storyline to level pirate to 40 they have just crippled three weapons at once (Dagger, Gernades and Pistol) and made it much more fustrating for any player to continue playing the game once they finish th main storyline...

Don't get me wrong - the many additons are great and were needed - but they didn't really fix the big bugs and took away on of the few options players had to advance their characters without weeks or months of useless single weapon attacks...

Does this affect me? Nope - I got my 40 pirates and I'm ok, so why am I so upset?

I believe you will see more players give up on the game as they see the uselessness of now 3 of the 6 weapons, the time it takes to deal with them, and the sheer sense that continuing past the low 30's is pointless (unless you enjoy weeks of levelling getting 5 REP here and 7 REP there... USELESS).

Chris 10-17-2008 03:34 PM

I agree max its so annoying, Its VERY sad that the only way disney can extend its game content is to make leveling go even SLOWER and even more BORING,

Like you said now this renders 3 weapons useless.

Max im upset as well even though im 40 IF DISNEY EVER RAISES THE NOTO CAP then we will have to level all our weapons again and this will affect us all thats if disney ever gets enough common sense that maybe raising the cap would make players stay longer as apposed to making it slower to get to 40.

Andrew 10-17-2008 04:05 PM

well, at least we got new stuff though
May be harder, but us Pirate masters have been bored, so now we have something new to do :)

noudidnt 10-17-2008 05:24 PM

some of these fixes are lame....and they still did not deal with the major bugs in privateering....

Looks like a quick fix instead of a thought out plan to actually make the game better. So what is the point of having Tormenta now? They just turned it into a dead end literally.

Rackat 10-17-2008 06:09 PM

Quote:

Originally Posted by noudidnt (Post 82557)
some of these fixes are lame....and they still did not deal with the major bugs in privateering....

Looks like a quick fix instead of a thought out plan to actually make the game better. So what is the point of having Tormenta now? They just turned it into a dead end literally.

I was just out on SvS. I couldn't tell you for certain, but it didn't "appear" that people were glitching. Normally one can tell by the way the other ship reacts to an attack, today it seems to be good damage accross the board.

edit: I agree with you Max. I leveled grenades first on my two lv40's and on my lv36 because they were already useless. Now even moreso. I never liked the Dagger anyway, and the pistol is only good to take an enemy down a bit from range, then switch to Cutlass.

Chris 10-17-2008 06:25 PM

Yup and looks like it has closed again until sometime PDT

Dan_OB 10-17-2008 06:30 PM

I have mixed feelings about the changes made to the enemy voodoo users. I've always thought that it was odd to be able to completely nullify a high level enemy like the mollusk with only 3 or 4 shots. I saw it as kludge to sort of fix a bigger problem with this game, the screwy way rep points are calculated for weapons. The idea that you get more points the more times you hit the enemy is bass ackwards.

As it stands now, someone who uses the cutlass poorly, just mashing the button, gets more points then a player who uses the cutlass well, properly timing his attacks more efficiently and quickly dispatching the enemy. Which I think is backwards, rep should be based on the relative lvls and a bonus for quickly and efficiently dispatching the enemy.

ukebec 10-17-2008 06:40 PM

Before it went back down for maintenance, did anyone try the BB again to see if they've horked that up too?

Eric Daggerskull 10-17-2008 06:41 PM

I don't really see what's so bad about these updates. I personally like the new update with the ships.:laugh:

mm1984 10-17-2008 07:04 PM

I'm glad it's out, but mostly for the point reallocation so I can correct a couple of mistakes.

Evie 10-17-2008 07:07 PM

Well, so far its been a blast! (til they shut it down, that is. :sad:)

Come back, pirates, come back! :laugh:

CrimsonRabbit 10-17-2008 07:26 PM

Quote:

rep should be based on the relative lvls and a bonus for quickly and efficiently dispatching the enemy.
I've always thought that....something along the lines of:

Red enemy 15+ levels higher than you: 250rep
Red enemy 5-15 levels higher than you: 150rep
Red enemy your levelish: 100rep
Green: 50rep
Grey: 15rep

Rep points go down for each second you don't kill the enemy. Points allocated per attack per weapon...i.e. if you get a total of 100 rep, and use 3 cutlass attacks and 1 voodoo....75 to cutlass, 25 to voodoo


I know there would be more to it if mutliple people hit same target, your crewed up, etc.....but something like this would be a good start point I think.

Rackat 10-17-2008 09:03 PM

Quote:

Originally Posted by ukebec (Post 82598)
Before it went back down for maintenance, did anyone try the BB again to see if they've horked that up too?

Me and our guildmate James Lockpaine did it with just us two. It seems to be woring just fine. We completed it no problem. It didn't seem to be fubarred.

ukebec 10-17-2008 09:15 PM

Excellent - thank you for that news Rackat!

Rackat 10-17-2008 09:20 PM

I cannot find General Darkhart. :(

mlratto 10-17-2008 10:43 PM

rep should be based on the relative lvls and a bonus for quickly and efficiently dispatching the enemy.

amen to that brother. this has always been one areas i thought was flawed.


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