Raltar wrote:
Quote:
though it was trapped in a terrible game
I find you saying this about SWG when recommending PotBS downright hilarious.
*Shrug* I'd still play it if I had the time to get invested in it. It's a hard game to dabble in, though, because to really get involved requires PvP. As such, yes, it does also come with all the problems inherent in PvP-centric games. PvE exclusive folks get bored and have to concern themselves with getting preyed upon as they visit ports in contention to do their PvE stuff, and the PvP guys have to put in the time to not only keep their skills up to PvP-successful levels, but to support the losses they incur in PvP and keep abreast of some of the intra-nation politics, too.
That said, port battles are the best "raiding" experience I ever had, and that's said from the perspective of the server underdog nation, before there were underdog mechanics in place (if they ever got around to putting effective ones in). The experience of sailing in formation with twenty-some-odd other ships and coordinating maneuvers in order to protect our weak sides was second to none in both its uniqueness and its status as a rewarding and exciting endeavor. The challenge was outstanding, too, in a way that only PvP gameplay can be. The other side was every bit as smart as us, playing by the same rules, and as well or better equipped, too.
I'm not here to tell you you're wrong to dislike the game. I do think you're wrong to call it a terrible one, though. It's certainly nowhere near the league of disappointment and suckiness as SWG. Flying Lab Studios did an amazing amount with very little in the way of resources and an incredibly niche audience. That they're still going, considering the niche-ness of their game's appeal speaks volumes to me. In many respects, it makes me sad that the game succeeds, as I'd love to see their talents applied fresh to a project that I was more likely to find the time and friends interested in playing.