So, how'd it go?
Because good gameplay in Pirates of the Burning Sea depends so much on player density, instead of being the death knell that it usually is, the recent server merge has dramatically increased server density, leading to happier gameplay.
Pirates has so many inter-related systems that they could not postpone one if it was not coming together to their satisfaction. Pirates turned out to require a huge level of commitment and no flexibility. Russell pondered if they did not see the scope of the problems because their beta players got what they were trying to accomplish, bought in and played the game as the designers intended, but live play, it turned out, proved to be whoppingly different from beta. It has been illuminating and weve had to adapt quickly.
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