Crusing the 7,000 seas.
It is by no means been fairly clear what number of gamers will be capable to slot in a Sea of Thieves server, and it turns on the market’s an excellent cause for that – Uncommon’s strategy to servers may be very completely different to most on-line video games, which means there isn’t any definitive reply.
The developer’s focus is on protecting participant encounters common, however not too frequent – the magic quantity is outwardly to see one other ship, on common, each fifteen minutes to half an hour, making each encounter completely different, in addition to giving non-violent gamers the prospect to flee.
However in a map as massive and unfold out as Sea of Thieves’, a excessive variety of gamers would possibly nonetheless be too unfold out, or a small group too bunched collectively, to maintain that magic quantity in examine. The answer for Uncommon is to concentrate on the space between gamers in a server, not simply what number of gamers are on that server.
“We step in to make sure that you do have that frequency of encounter,” explains lead designer Mike Chapman to IGN. “So once we detect that there is fewer folks close to you, we migrate you to protect that ratio, so we sort of transfer you seamlessly throughout servers.”
That seamlessness is the important thing. All servers are synchronised, which means that day-night cycles and even climate stay constant for each participant enjoying at one time. Whenever you’re migrated, the thought is that gamers will really feel somewhat than interrupted – which means you will not be kicked out of the sport to affix a brand new server.
As an alternative, your boat will proceed crusing as regular, however the display screen will react to point out you one thing unusual is going on: “Whenever you see it occur,” says Chapman, “you see a cryptic riddle on display screen and listen to the music, it sort of refers to the truth that the world is altering.”
The upshot is that, virtually, there isn’t any hard-and-fast most or minimal variety of gamers in a single Sea of Thieves server so long as everybody’s nonetheless hitting that magic quantity, and it ought to by no means actually really feel such as you’re being positioned and changed into new variations of the world.
For extra tidbits about Sea of Thieves, we have you lined – from how the game will handle microtransactions, to why the maximum party size is 4, to how every thing kicks off, and what it is you’re aiming to achieve.
Joe Skrebels is IGN’s UK Information Editor, and thinks it could be very cool if that server migration riddle led to treasure. Observe him on Twitter.