Battlefield Pirates 2 v1.2 Released

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  • [MyIS]Dan
    MyInternetServices.com
    Support
    • Aug 2005
    • 1060

    #1

    Battlefield Pirates 2 v1.2 Released

    The Battlefield Pirates 2 mod team is back today with a new release. Here's what they had to say:

    Ahoy, all eyes and ears! Since the release of our open beta two weeks ago, our crew has been spending plenty time below-deck, fixing up the unforeseen issues and bugs that many have encountered. Today, we're happy to announce the first update for Battlefield Pirates 2; our witty and creative naming committee has dubbed it as version 1.2 (spoiler: 1.1 was an internal build).

    This major overhaul not only features a range of bug fixes, including for the notorious crash issues, but also introduces a couple new treats to our swashbuckling mod. In addition, the developers have done their magic and have been able to reduce the file size as well as fix the broken maps, delivering a more stable game for all pirates out on the Seven Seas. Here is how you grab the update:

    BFP2 1.2 can be downloaded from multiple websites, including, but not limited to, FilePlanet, FileFront, and Wolf. Please click here for more mirrors. The total download size for BFP2 1.2 is 351 MB. Please notice, that 1.2 is not a patch, instead it is a full installer. Therefore, it is vital that you uninstall the previous version of BFP2 from your hard drive.

    Download Here - Battlefield Pirates 2 v1.2 (Client)
    Download Here - Battlefield Pirates 2 v1.2 (Server)

    Be sure to click here for more information on updating your client.
  • [GCA]Tim270

    #2
    Re: Battlefield Pirates 2 1.2 Released

    Downloading!¬

    Comment

    • fuzzhead
      Member
      • Jul 2007
      • 132

      #3
      Re: Battlefield Pirates 2 1.2 Released

      Glad to hear you guys have got another release so soon! I always loved BFP for 1942, one of my favorite mods. Sadly I did not enjoy BFP for BF2 nearly as much Maybe it was just the times of day I have been playing, but the gameplay has been prety dull / uninteresting.

      Heres some suggestions that I know may go against your current plans but I will throw them out anyways because I dont think there is any game out there currently that does the pirate theme justice, and putting a pirate mod into the BF2 engine just has so much potential I would love for it to suceeed!!! So anyways here are some comments on the various feature of pirates:

      Melee Combat:

      The melee combat in BF Pirates appears unchanged at all from vanilla BF2 settings. This IMO is a big mistake as it turns something you would expect in a pirate game (sword fights) into a super glitchy, unintuitive game of running around in circles. Some may find this a bit amusing but I can guarantee most players and fans of pirates will think its lame. My suggestion is to drastically decrease the move speed of characters. This will slow down gameplay a bit however it will make the boat transport much more important, and will make sword fights alot more interesting and fun to fight and watch.

      Treasure Hunt Game Mode:

      In my opinion if Pirates ships with just conquest it is doomed to fail. The Vast majority of BF2 fans are bored with conquest and the only thing that holds their interest is the ranking system (which EA has decided will not support mods). In a fun mod like Pirates the last thing players want to do is wait at a flagpole, being forced to spawnkill, while capturing, etc. Not very piratey at all. Adding new interesting game modes that are better suited to the pirate theme is essential for the success of the mod IMO. Check out project reality's Insurgency mode for an excellent starting point. In this mode the insurgents have to defend ammo caches that are all over the map. The key point however is that the map has over 400 possible locations they could be located, however every time the round starts only 10 of these are spawned in using python coding. This could be carried over quite easily to the pirates mod, and instead of ammo caches it could be buried treasure. If somehow you could figure out a way to enable a player to pickup this treasure (I have an idea on this), you could have a totally unique game mode based on finding treasure, it would change the gameplay completely and would interest a far greater percentage of players!!! Every round would play out very differently because you never know where the treasure could be located. You could make the objective that you must locate the treasure and bring it back to your ship to recieve points. First team to collect over X amount of points wins the round.

      Expanding on this point, some of my most enjoyable experiences in BF1942 Pirates was when both sides did not care about the flags but instead roleplayed as pirates, all getting aboard their ships, fighting each other and pretending to pillage villages or mutiny their captains. Unfortunately because of the short sighted nature of the pirates mod none of these things are very possible. However in a treasure hunt scenario, you COULD use python to code things such as buying ships, buying buildings, buying land and essentially turning the game into a mini MMO. Rounds could last for hours, and treasure could be respawned randomly to keep new joining players a money income. All this is possible with python as we have seen in Project Reality, we are only beginning to explore the possibilities. A game mode where you gather treasure I think would be the ideal game mode that pirates lovers would love to play. Capturing flags WILL get boring, if it already isnt boring for the vast majority of players. Time and time again a new mod will come out, with tons of new content, new models, maps, etc, but all that is essentially window dressing as the gameplay is untouched from BF2 vanilla. Players very quickly see this and go back to playing RANKED BF2. I would hate to see this happen to pirates but I fear its a very real possibility after playing the beta. There just isnt enough unique content to retain many players besides the diehards. I understand it is vital for you guys to get a release out the door before the door slams in your face, however Im just concerned that the future of your mod looks prety bleak unless you have plans to have some kind of unique game mode. Pirates are currently a popular theme in the media these days, however that will only help you bring new players in, it will not help retain players if the gameplay gets stale quickly. After 2 hours of playing the beta, most TG players were already getting bored with the mod, this is not a good sign.

      More unique factions:

      I understand that its very difficult to get assets working properly in the BF2 environment, and you are probably working on this already but I would just like to point out that adding unique factions is a big turn on for most players. So eventually seeing both sides have unique weapons and tools would be ideal. Youve already started this with the undead's green fire elixir, which is a good start. Also possibily adding a third faction that are the 'blue' pirates in cases where you dont want asymetrical factions would be a good idea. So just change the skin of the red pirates to blue, and it would double as a throwback tribute to BF1942's early pirates.

      Maps:

      The current maps are obviously suited to the playstyle of the current mod release: frantic, constant action with fun little qwerks. I know you have plans to add larger assets into the mod so just hoping as the assets are added you have the larger maps to suit them as well. All maps currently have a very low view distance, making ship-to-ship combat very, erm, undeveloped. One of the best parts of BF1942's ship to ship combat was that it took place at a considereable range, and that there were many different strategies you could go about to achieve victory. A standoff tactic was great, having lots of carpenters to repair. A circling tactic was good for nimble ships. And of course there is the ramming and boarding tactic which is a favorite of all... Currently the ships are more like coffins on water than fighting vessels, but Im sure you guys have the larger ships in progress along with the larger maps. The PR mappers and coders have done an amazing job turning BF2 vanilla typical 200 meter view distance into a 800 meter view distance, overcoming many barriers and problems along the way. A pirate map of this size, along with the large vessels and unique game mode would truly make this mod epic! Long distance naval combat can be a total blast as seen on the Battleship mod. Im sure you guys have tried it they have absolutely ENORMOUS ships (much bigger than 17th century pirate ships) that can engage each other up to 3km away!

      So anyways I hope you guys take some of these words into consideration as I really want to see pirates sucessful as a mod!

      Comment

      • ExitChicago
        Member
        • Jul 2006
        • 213

        #4
        Re: Battlefield Pirates 2 1.2 Released

        Wow - an update with clear installation instructions - This mod is so much fun to play. Thanks Guys...

        Uninstalled 1.1, installed 1.2 & CTD after loading. Happened on all 5 servers I attempted to join.

        Any ideas?

        Comment

        • Detrux

          #5
          Re: Battlefield Pirates 2 1.2 Released

          might be that you were trying to connect to 1.0 servers?

          Comment

          • imported_LeChuck
            Member
            • Nov 2005
            • 43

            #6
            Re: Battlefield Pirates 2 1.2 Released

            is there a torrent around?

            Comment

            • ExitChicago
              Member
              • Jul 2006
              • 213

              #7
              Re: Battlefield Pirates 2 1.2 Released

              Originally posted by detrux
              might be that you were trying to connect to 1.0 servers?
              That must have been it. Thanks...

              Comment

              • Rambo
                TBF FOREVER!
                • Aug 2005
                • 3022

                #8
                Re: Battlefield Pirates 2 1.2 Released

                Originally posted by fuzzhead
                Glad to hear you guys have got another release so soon! I always loved BFP for 1942, one of my favorite mods. Sadly I did not enjoy BFP for BF2 nearly as much Maybe it was just the times of day I have been playing, but the gameplay has been prety dull / uninteresting.

                Heres some suggestions that I know may go against your current plans but I will throw them out anyways because I dont think there is any game out there currently that does the pirate theme justice, and putting a pirate mod into the BF2 engine just has so much potential I would love for it to suceeed!!! So anyways here are some comments on the various feature of pirates:

                Melee Combat:

                The melee combat in BF Pirates appears unchanged at all from vanilla BF2 settings. This IMO is a big mistake as it turns something you would expect in a pirate game (sword fights) into a super glitchy, unintuitive game of running around in circles. Some may find this a bit amusing but I can guarantee most players and fans of pirates will think its lame. My suggestion is to drastically decrease the move speed of characters. This will slow down gameplay a bit however it will make the boat transport much more important, and will make sword fights alot more interesting and fun to fight and watch.

                Treasure Hunt Game Mode:

                In my opinion if Pirates ships with just conquest it is doomed to fail. The Vast majority of BF2 fans are bored with conquest and the only thing that holds their interest is the ranking system (which EA has decided will not support mods). In a fun mod like Pirates the last thing players want to do is wait at a flagpole, being forced to spawnkill, while capturing, etc. Not very piratey at all. Adding new interesting game modes that are better suited to the pirate theme is essential for the success of the mod IMO. Check out project reality's Insurgency mode for an excellent starting point. In this mode the insurgents have to defend ammo caches that are all over the map. The key point however is that the map has over 400 possible locations they could be located, however every time the round starts only 10 of these are spawned in using python coding. This could be carried over quite easily to the pirates mod, and instead of ammo caches it could be buried treasure. If somehow you could figure out a way to enable a player to pickup this treasure (I have an idea on this), you could have a totally unique game mode based on finding treasure, it would change the gameplay completely and would interest a far greater percentage of players!!! Every round would play out very differently because you never know where the treasure could be located. You could make the objective that you must locate the treasure and bring it back to your ship to recieve points. First team to collect over X amount of points wins the round.

                Expanding on this point, some of my most enjoyable experiences in BF1942 Pirates was when both sides did not care about the flags but instead roleplayed as pirates, all getting aboard their ships, fighting each other and pretending to pillage villages or mutiny their captains. Unfortunately because of the short sighted nature of the pirates mod none of these things are very possible. However in a treasure hunt scenario, you COULD use python to code things such as buying ships, buying buildings, buying land and essentially turning the game into a mini MMO. Rounds could last for hours, and treasure could be respawned randomly to keep new joining players a money income. All this is possible with python as we have seen in Project Reality, we are only beginning to explore the possibilities. A game mode where you gather treasure I think would be the ideal game mode that pirates lovers would love to play. Capturing flags WILL get boring, if it already isnt boring for the vast majority of players. Time and time again a new mod will come out, with tons of new content, new models, maps, etc, but all that is essentially window dressing as the gameplay is untouched from BF2 vanilla. Players very quickly see this and go back to playing RANKED BF2. I would hate to see this happen to pirates but I fear its a very real possibility after playing the beta. There just isnt enough unique content to retain many players besides the diehards. I understand it is vital for you guys to get a release out the door before the door slams in your face, however Im just concerned that the future of your mod looks prety bleak unless you have plans to have some kind of unique game mode. Pirates are currently a popular theme in the media these days, however that will only help you bring new players in, it will not help retain players if the gameplay gets stale quickly. After 2 hours of playing the beta, most TG players were already getting bored with the mod, this is not a good sign.

                More unique factions:

                I understand that its very difficult to get assets working properly in the BF2 environment, and you are probably working on this already but I would just like to point out that adding unique factions is a big turn on for most players. So eventually seeing both sides have unique weapons and tools would be ideal. Youve already started this with the undead's green fire elixir, which is a good start. Also possibily adding a third faction that are the 'blue' pirates in cases where you dont want asymetrical factions would be a good idea. So just change the skin of the red pirates to blue, and it would double as a throwback tribute to BF1942's early pirates.

                Maps:

                The current maps are obviously suited to the playstyle of the current mod release: frantic, constant action with fun little qwerks. I know you have plans to add larger assets into the mod so just hoping as the assets are added you have the larger maps to suit them as well. All maps currently have a very low view distance, making ship-to-ship combat very, erm, undeveloped. One of the best parts of BF1942's ship to ship combat was that it took place at a considereable range, and that there were many different strategies you could go about to achieve victory. A standoff tactic was great, having lots of carpenters to repair. A circling tactic was good for nimble ships. And of course there is the ramming and boarding tactic which is a favorite of all... Currently the ships are more like coffins on water than fighting vessels, but Im sure you guys have the larger ships in progress along with the larger maps. The PR mappers and coders have done an amazing job turning BF2 vanilla typical 200 meter view distance into a 800 meter view distance, overcoming many barriers and problems along the way. A pirate map of this size, along with the large vessels and unique game mode would truly make this mod epic! Long distance naval combat can be a total blast as seen on the Battleship mod. Im sure you guys have tried it they have absolutely ENORMOUS ships (much bigger than 17th century pirate ships) that can engage each other up to 3km away!

                So anyways I hope you guys take some of these words into consideration as I really want to see pirates sucessful as a mod!
                man your just ment to say thankyounot complain straight away unless you want to build your own mod that we can play:p

                thanks pirates

                Comment

                • fuzzhead
                  Member
                  • Jul 2007
                  • 132

                  #9
                  Re: Battlefield Pirates 2 1.2 Released

                  someone has to say something.... "Silence is the worst form of criticism"....

                  Comment

                  • -=4th=-1/2Hawk
                    Member
                    • Dec 2005
                    • 213

                    #10
                    Re: Battlefield Pirates 2 v1.2 Released

                    We'll take any comments - good, bad or indiffernent. You can come to our forums and post your thoughts there if you like. That way you can check if some of the things you mentioned are already being discussed etc.

                    Comment

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