How suggestions work

We are always looking for ways to improve the game. In fact, since the beginning player suggestions had played a major part in game design.

We read all suggestions.

How suggestions work

Postby Captain Jack » Sat Apr 07, 2012 2:29 pm

Here are some details to help you with how your suggestions affect the game.

-All suggestions are read.
-If we like it but do not agree entirely, a response will be created with all needed points to be checked.
-Suggestions that we like or have reached a stage that we like, will be marked as [Approved] in the topic title.
-Suggestions that we do not like, will be marked as [Disapproved] in the topic title.

Tags explanation:
  • An [Approved] suggestion means that sometime, someday, it will be incorporated in the game.
    We cannot be more specific as we always have our own agenda with development and a strict priority. The implementation time will depend on how useful or critical your suggestion is and how much time we need to create it.

  • A [Disapproved] suggestion means that the idea is turned down for good. Further talking of the issue will not change our mind. For such cases it would be good to filter through the discussion of the idea and reform it before bringing it up again as a new topic. This way it may get more chances to get implemented unless explicity stated otherwise (ie Suggestion: Can we have laser guns for the ships? Answer: Absolutely not :P )

  • In case a suggestion already exists, topic title will be flagged as [Exists]

  • In case a suggestion is implemented, topic title will be flagged as [Implemented]

  • In case a suggestion is outdated due to other implementations that affect the basis of it, then it will flagged as [Outdated]

  • A suggestion with no tag, is considered an open issue. You may freely participate in the discussion and add your point of view.

To keep the forums thread clean, we will move all [Implemented], [Disapproved], [Exists] and [Outdated] in Suggetions Archive forum thread, one week after the last post in them.

All suggestions are reviewed by always taking in mind what is best for the game. A suggestion may harm one group's strategy in favor of another but in the long term it may provide better gameplay. This may be inevitable but it will happen. In such cases, we will let some time gel before implementing it in order to give time to everyone to adjust (like we did with voodoo).
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Captain Jack
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A brief explanation on how PG development works

Postby Captain Jack » Mon Jul 02, 2012 10:37 am

Hi all,

Especially for those that only recently joined PG, I would like to make a small introductory of PG development:

-We are constantly working to improve the game. We got some big features in design and coding phase.
-We do read all feedback and take it in mind.
-We will never implement something to make one player or group happy. We will never favor a specific player or group; All our implementations have one major objective: How to make the game better.

Pirates Glory is in development since 2008! It is a huge game in terms of code. When we are not releasing one of our great new features, we are most probably very busy with maintenance and optimization as both require great time dedication.

As for the game itself, it took about a month to become playable (I wonder if there are players from the time that there were no automatic trade routes!) and the game has became much more interesting with Voodoo implementation. Since then a whole lot of more implementations have followed which resulted in an enormous growth.

Currently, we are still in need of many more players and we also count on the playerbase to achieve this. We believe that we have an exceptional original game here which can compete for the best game title and win. So we only need to spread the word, the rest will follow.

Thank you for your attention, any questions, feel free to ask.

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