Rare and Microsoft have opened the results floodgates for Sea of Thieves today. We have got the state PC specs including target resolution and frame rate, along with the confirmation there will not be any loot boxes or pay-to-win microtransactions during the shared world adventure game.

Talking to Windows Central, though, Rare’s Executive Producer Joe Neate revealed some newsworthy details on how the map size in Sea of Thieves is intrinsically coupled to the frequency of encounters with many other player ships.

In other games, the thing is that developers bolting on new pieces as time goes by, nevertheless for us, the earth dimension is intrinsic to your number of ships you can see. It’s less about precisely how physically big the entire world is, plus more in regards to the frequency of encounters. Likely to exact ratio or metric about how many islands there should be, what amount of outposts there should be, to be certain that average 15 minute to 30-minute ship encounter time. That’s something we’re iterating upon in the technical alpha.

There are presently three subtly different biomes in the game currently, Shores of Plenty, Ancient Isles, as well as the Wilds C do not mark them on the map C but one’s more ancient civilization, one’s more Maldivian white sands, one’s deeper and oppressive. I think beyond launch we intend to expand how big the map, since we grow. We’ll discuss increasing ship numbers per world.

The world is dynamic and changing C new islands can look in your sea, islands may be destroyed, and what’s about the islands changes in time too. Biomes can alter. Visualize a curse is released and place in the world adjustments to somehow. We’ll “bolt on new bits” relatively C but we’ll undertake it intently not to ever jeopardize the ship encounters, and we’ll also do ideas to our existing world too. For launch though, this will be our world size. We’re changing a couple of things around, adding new reefs, adjusting placements, yet this could be the metric we know in for our ship encounter frequency at launch. We’ve got?a lot?more island designs browsing the wings- and i am considering the best time to build and add those involved with.

This indicates how Rare isn’t intending to merely boost the map’s size post-launch, given how focused there’re on checking a specialized frequency of player encounters while in the average session. However, at least Neate confirmed the fact that world vary dynamically C hopefully this may keep it fresh for players.

Sea of Thieves launches on March 20th for Windows 10 PC and Xbox One.

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