As a member of Pirates Glory Promo/Development team I recently conducted a short interview with notorious pirate and seasoned player Charles Vane.
The interview was originally intended for use in "News and Updates" posts, outside of Pirates Glory, to help promote the game and attract new players.
Charles was so forthcoming, and his answers so insightful, we though his viewpoints would be interesting to players already playing the game as well.
So, without further ado, and in his own words - Charles Vane:
Q: You have been the ruler of many nations. Could you tell us a little bit about that and your experience as a ruler (high points / low points)
A: Most of my many years playing Pirates Glory has been devoted to entertainment, not just for myself by others as well. This game holds many different paths a payer can take and the true experience lies in working with others. I have found over the years, given most players desires to "do it all" they fall into the herd and end up all within the same nation, line of work, guild etc. While safe and quickly progressive, this deteriorates the experience. I have seen the map at times controlled entirely or mostly by one nation which leaves little room for advancement of others wishing to start something new. I took it upon myself to start these new nations or even guilds in order to give direction, support, protection to allow these underdogs the opportunity to make something new. Diversification of roles and nations allows competition and true engagement by the player base.
Q: Why have you chosen a pirates flag upon your return to the game?
A: I have always been fond of pirates and the games designed around them. This is the initial reason for my finding the game and where I first started within it. Piracy is where most of my knowledge lies here and I have done enough to make what I consider a notorious name for myself. Anytime I see the game flourishing in certain ways I divert back to piracy. For many years piracy was also one of the least occupied roles in the game. It is a difficult path. You make many enemies, you're almost always hunted or under fire and curses from others. I find it to be one of the most strategically demanding areas in the game if you are to be successful and actually turn a profit. If some mechanics were to change, and enough pirates sailed I would consider changing course and building a Navy to combat them. However in my attempts to do this the pirates quickly die out, so that may be a long term goal for the future.
Q: You have been very critical of flagships in the game forums. Would you care to elaborate on that?
A: The concept of a flagship was initially created many years ago by Skyhawk. Originally it was to be a "Pirates Flagship" to give those under the black sail a unique weapon and mechanic for them. Pirates lack banks, nation treasuries and councils, tax income from ports, and the same comforts that those within a nation enjoy. This is fine by me and as it should be, once more a pirates life of high seas treason and plunder is not meant to be easy. But some advantages need to be there in order to draw some attraction to the role. It has developed over time into the Flagship concept for all, which is workable for sure, and I have watched even given my input on the feature for several years awaiting its release. Upon returning to the game after a 3 month break it seems to have changed as a concept from what I was so eagerly and patiently awaiting. The Dev team has been very considerate of my and others concerns regarding this, and hopefully as we all work together the Flagship will measure up in a way to fits its initial purpose.