Developer Updates

  • Hi everyone,

    Following on from my post on Friday, I wanted to share an update with progress towards our Forsaken Shores release.

    Our priority is to ensure we deliver a stable, polished and bug-free experience that all our players can enjoy. We have just had a weekend of Pioneer testing, which has highlighted a memory issue in the build, which is resulting in an unstable build where a large number of our Pioneers were experiencing crashes. From our investigations this is a complex issue that we are working through solving, but as such we do not feel in a position to release Forsaken Shores to our players with confidence this week.

    Our goal this week is to resolve the memory issue and get enough Pioneer coverage so that we are confident we have resolved the issue, prior to releasing to all of our players. As such, we are moving the release of Forsaken Shores to Thursday 27th September. This will give us time to implement fixes, test, and get builds out to Pioneers to gain confidence.

    We appreciate your understanding with this change in our release plans. I know this will be disappointing, but I resolutely believe this is the right decision. We are committed to giving everyone the best Forsaken Shores release experience, and this will enable that.

    Thanks to all of our Pioneers for their support in providing valuable feedback and bug reports on Forsaken Shores so far. Alongside helping us gain confidence in the release from a stability perspective, we have been able to make significant tweaks to the gameplay experience as a result of the feedback we’ve received, and it is better for it.

    Thanks,

    Joe Neate
    Executive Producer

  • Hi everyone

    With the Forsaken Shores release getting ever closer, I wanted to give you a progress update. We are currently nearing the end of our polish and bug fixing phase, and our goal is to ensure we deliver a stable, polished and bug-free experience to all our players.

    As you’ll know, our last couple of updates have seen issues introduced into the build (such as the unfortunate spyglass incident) or have required emergency maintenance immediately following release. With Forsaken Shores it’s our priority to make sure this doesn’t happen again.

    One of the key steps in this process is to deliver a build to our Pioneers, ensuring we identify any issues that may only be present at scale and in a live environment. A near-final build is currently working its way towards Pioneers for testing throughout the coming weekend.

    We will be monitoring throughout the weekend, both for bugs and any final feedback points that we want to address. As we work through the final list of bugs and polish points we have generated internally, we know that there is always a chance of unexpected issues and feedback when we get this out to our Pioneer player-base.

    With this in mind, we wanted to let everyone know that there is a chance that Forsaken Shores may not release on the 19th September as planned. Should this happen, we don’t expect the delay to be longer than a few days, but we wanted to make sure everyone knew in advance so that you can plan your schedules for next week accordingly. It’s very dependent on the results from our testing over the weekend, and we will be in a much clearer position on Monday so please keep an eye on our social channels for more information then.

    Our priority is to ensure that everyone can play the Forsaken Shores update when it launches, without any unexpected issues disrupting the experience. We appreciate everyone’s understanding as we head towards this exciting release. I am writing this after playing the latest build, and I can promise it’s worth the potential extra wait. The new volcanic world region is a huge change of pace and intensity for Sea of Thieves, and my personal new favourite feature, the absolutely brilliant rowboat is just so much fun. I’m looking forward to taking on anyone I meet out there in an impromptu rowboat race.

    Finally, I wanted to thank all our Pioneers for your support in getting involved like this prior to release, providing valuable feedback and bug reports, and ensuring we can deliver a great experience for everyone. You are all awesome.

    Thanks,

    Joe Neate
    Executive Producer

  • Hey Everyone,

    With our Cursed Crews Bilge Rats Adventure moving into its second week, I wanted to talk a little about a change we are making to how we deliver rewards for player actions after these events.

    Bilge Rats Adventures have been a great addition to Sea of Thieves between our larger updates. Whether it was reaching the top of Marauders Arch during Skeleton Thrones, timing those perfect chain reaction gunpowder skeletons or working out exactly how many kegs it takes to destroy a Ruby statue – Duke’s challenges have brought some great stories to Sea of Thieves over the last few months.

    We’ve also learnt a lot during these events and taken feedback from players onboard to help shape each adventure we deliver. After adding Legendary commendations into Gunpowder Skeletons as a way for players to have longer term goals both during and post the adventure, we’ve been reviewing the sentiment around how we are delivering rewards to players – specifically Doubloons. A common area of feedback around our adventures recently has been the time-limited nature of the rewards we make available and how players want more reasons to complete our commendations after the adventure finishes.

    With the Cursed Crews Adventure we are making a change to continue to reward players with Doubloons if you complete commendations after the event has finished. This means that if you miss an Adventure you can still experience the content, unlock the commendations, earn the exclusive titles AND be awarded the Doubloons. Our Cosmetic Rewards will continue to be time-limited so you’ll need to play during the Adventure to unlock these exclusive items.

    We are making this change next week, keeping all Cursed Crews Doubloon rewards obtainable once the adventure finishes, and this will be our approach for future Bilge Rat Adventures moving forward.

    Thanks for all your feedback on our Bilge Rats Adventures so far, looking forward to getting some great new challenges into players hands and seeing the awesome stories that they create.

  • Hi everyone,

    I’d like to share the thinking behind the inventory changes introduced in the last update, why we’ve made such a change now as well as detailing some of the improvements we’re planning to make in the coming weeks.

    First and foremost, a critical mistake that I’d like to apologise for is that we haven’t been pro-active explaining why we made these changes, rather we’re doing it now after the fact. We certainly didn’t make such a change to the core flow, pace and mechanics of the game lightly, but we should have done a better job of being up front and detailing precisely why we feel it’s important to the future expansion of the game. This is something we’ll strive to handle better in the future.

    We’ve also unfortunately ended up in a situation where the Cursed Crews event and the addition of the Cursed Cannonballs are so closely tied that we ran out of time to react to feedback from our Sea of Thieves Pioneers. Let me assure you that the motivation behind this was around pushing to deliver new content quicker, but we’ll ensure that we plan to have more time in future to iterate on the changes we want to make based on valuable Pioneer feedback. This is worthwhile lesson and an area where we want to make improvements.

    In terms of why we made this change, I’d like to look into the future of Sea of Thieves in more detail, especially the areas of the game that we see evolving over time. As you’ve no doubt heard us say many times, Sea of Thieves will continue to be enriched over time, presenting new ways to play, new goals for players and new tools that add to the unpredictable and surprising way the game is often played.

    Up till now, Sea of Thieves has been fairly UI light and we’ve always been especially critical of anything that may change that, however, I’d like to call out some of the changes we intend to make in the future that become unlocked with the new inventory, including changes that will ultimately lead to a richer and more immersive experience:

    Expanding The Game

    Richer Exploration & Resource Gathering

    Although barrels are purely just for resources at the moment, we want to support more possibilities for what could be inside a barrel. Part of the experience of exploring the world is coming across a message in a bottle and finding an emergent quest, and we’ll shortly be adding the chance to find maps in barrels. Beyond this, we want to add a greater variety of items in barrels that can surprise players while adventuring the world, rather than barrels being purely about supplies.

    More Food Types

    Bananas are currently the only food item and the only way to replenish health in the game, but we plan to add more depth and strategy around the use of food. When we added the ‘Food’ barrel to the ship, we did it knowing that it would be only bananas initially, but that this would be expanded to many more food types over time.

    More Ammo Types

    Cursed Cannonballs are the first time we’ve expanded the ammo on offer in the game and we want the flexibility to add further different types, some rare like the cursed cannonballs, but also more core types in the future that players can choose strategically when to use. We don’t feel it’s as flexible to make each new ammo type physical in the world like skulls, chests, crates etc. We also don’t want to be limited by having to add a unique barrel type for every new ammo type we add. Ideally, the inventory system should never be a constraint in adding more variety to the game, which is why Cursed Cannonballs have instigated this change, but this really is just the beginning.

    Upcoming Inventory Improvements

    Although there will never be a perfect time to make such a change, especially one that affects those who have put most time into the game and who have become most adept at using current systems, we feel strongly that we need to make this change to unlock the scope of improvements we want to make to Sea of Thieves in the future. With this in mind here’s some changes we plan to start introducing in the coming weeks, all with the focus of improving the speed and flow of using the new system:

    ‘Take All’ & ‘Store All’

    The biggest and most frequently recurring point of community feedback is the slower pace of resource gathering, including how this impacts tense situations such as skeleton forts and ship battle scenarios. Rather than summoning the barrel interface to then click each resource items multiple times to store and take the desired number, this change will allow players to open the interface and quickly take and store stacks within the barrel with less button presses. While this is still a fundamental change to muscle memory compared to how the system worked before, this will allow players to take and store full stacks of resources in less clicks.

    Quality of Life Improvements

    Examples include swapping around the newly added Equipment and Resource tabs, not highlighting stacks of resources if you’re already full of that type as well as removing empty stacks, allowing players to ‘Take all’ of multiple types without having to reselect another resource. There is also a bug we’re aware of and want to resolve that prevents players looking and moving around immediately after leaving a barrel.

    Cannonball Quick Menu

    Another upcoming change is allowing players to see and select everything they can load and fire from a cannon with less button presses. We plan to introduce a contextual radial that players can summon while interacting with a cannon, allowing them to select any ammo types they have, including standard cannonballs and any cursed cannonballs they may have found.

    With all of these upcoming changes, we’ll continue to identify any further speed and quality of life improvements as we implement and iterate on the above, in addition to continuing to review feedback from each change we make. In the future, we’ll strive to communicate our intentions clearer and ahead of time, allowing the community to have the opportunity to understand the context of any major upcoming changes to the game and provide feedback.

    We’ll share a further update next week on our recent commendation rebalancing and how we plan to grow this in the short term to accommodate more goals for Pirate legends

    We understand the patience needed here and thank you for bearing with us as we roll out these changes.

    Thanks,
    Mike

    (EDIT)

    I missed the following when I first posted:

    We're adding an 'empty' tag to barrels so players know in advance if its empty. This will be available in the next update.

    We're fixing the issue where players get disconnected due to wave / ship movement.

    We're going to review the stack limits.

    Also I want to address the reasoning behind not having a 'take all' option on the fly. This is related to us expanding to multiple items types in a barrel, otherwise this would only work for what are currently single item barrels, although we want to expand the items they can contain in the future. Also, we need to be mindful of potential crew disharmony issues with a single crew member taking all various item types from a barrel in a single button press. This would become the primary way versus making a more considered choice. For players who just want to grab a stack of cannonballs quickly, we're confident the 'Take All' option from within the interface will be a considerable improvement.

  • Hi, I'm the Technical Director on the Engine Team at Rare.

    Firstly, I wanted to address a few key points:

    • The optimisations we’ve made in the patches have been non-destructive algorithmic improvements made by our Rendering Wizards. We’ve not made any changes to intentionally degrade graphical fidelity, on any platform.
    • Our streaming system has always loaded the high detail versions of the islands at the same distance on all platforms. This avoids any gameplay imbalance caused by players on higher-specification PCs being able to see things that players on some dual core laptop with a couple of gig of RAM can't. The screenshots on this thread are either far-off islands with their lower-fidelity LOD (level of detail) loaded or higher-LOD islands where the view is not close enough to display the highest-detail terrain. The second scenario is one where we are investigating a potential improvement for platforms running a higher detail level.
    • The rate at which an island streams in is variable and hardware dependent. If the game is installed on a mechanical disk then the fragmentation of that disk and the layout of the game files on the disk will have an impact on the speed of loading. Differences in loading speed due to this or other I/O work the system is doing will cause the higher detail LOD to appear at different distances.

    However, we take any reports of issues from the community seriously, and we've taken a little time to look into the data around this.

    alt text

    This is the distance in meters from the island at which we make the high detail LOD available – this example is Devil’s Ridge, and the data is taken from Xbox One players on the retail game. There’s no change in the average distance at which we make the island visible across the title’s lifetime. This consistency is the same for all islands on the game, and across all percentiles. The distance you see in game will not always be this value - there is considerable variance dependent on what other loading the I/O system is doing at the time - but any trends would be visible.

    The optimisations we’ve made should not cause any change to the appearance of the game. If you notice any significant changes for the worse, then it’s definitely unintentional and we’d want to fix it! For any specific problems, we’d appreciate any detailed information you can give us! Submit a support ticket with screen-shots, and what hardware/quality settings you’re running with.

  • Hey everyone,

    Just a small update from me, but something I thought was fun to share. Tonight we were putting the final touches together on the marketing art for our keyboard layout, and it made me all nostalgic - so much so I thought I'd take a look back down memory lane at how far we've come together...

    "PC Tech Alpha 1" - May 20th 2017
    alt text

    "Sea of Thieves v1.0" - March 20th 2018
    alt text

    Thanks to all the suggestions, feedback, comments and every other piece of input you've all had on our journey. We couldn't have done it without you and I for one can't wait to see what this is like in another 10 months time!

    Ted "Red Rage" Timmins
    (5 days to go...)