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Sea of Thieves Developer Update
3djuegos
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00:00
Hey everyone, so before we get into the usual updates I wanted to reflect a little on the
00:11
feedback we've seen from the recent Xbox showcase. I think it's fair to say that we saw some pretty
00:17
wild speculation ahead of time and given the scale of some of our previous showcase announcements
00:24
some expectations were set uncomfortably high. I know the introduction of the Smugglers League has
00:30
generated a fair amount of questions but I can't wait to share more on our refreshed approach to
00:36
seasons starting here with season 17. We'll commit to not only sharing more on the season itself
00:43
but more importantly how that fits into our broader approach for the year ahead in the coming months.
00:49
Right, let's jump back to season 16. So our mid-season update arriving this month allows
00:56
players to break the seal on reapers chests releasing order of bone and blade skeletons
01:03
to aid them on land and on board ships at sea. Alongside this expansion to the reapers chests
01:09
the team has also been monitoring feedback on the season's launch and this update brings in
01:15
additional pillar locations for the search of ancient secrets voyage providing more variety and addressing
01:22
contention issues. The cannon of rage can now be cashed in as a treasure to all of the trading
01:28
companies and skeleton mercenaries can now be found buried on forts providing you more allies in your
01:34
siege. We've also seen the feedback on the balancing of some of the reapers bones commendations
01:41
introduced in season 16. While these commendations were designed to align with the requirements set
01:48
out for our other trading companies, I don't think we gave enough consideration to how these would arrive
01:54
as part of a season update. Ultimately it doesn't really matter if it works on paper, your feedback
02:01
shows that the number of items being requested is just set way too high and we've missed the mark here.
02:07
Now, I know some players have been asking for us to drop the commendation requirements here,
02:13
but we're not going to do that this time. We've rebalanced commendations post launch before,
02:18
and while it does appease some players, it doesn't respect the time already spent by players who jumped
02:24
into the season early. And we're making the call to not devalue your time spent here. We know this
02:31
isn't a new issue for us, and we're going to be much more considered on our commendation balancing
02:37
in future seasons, but we won't be making any changes here to season 16's commendations.
02:42
Also arriving in this update is some under the hood improvements to matchmaking,
02:48
aiming to reduce the wait times for players diving to experiences like hourglass. This comes in the form of
02:56
cross-region matchmaking, allowing us to expand the search outside of a player's home region if a
03:03
suitable match or server hasn't been found. Using hourglass as an example, crews will initially search
03:10
for rivals in their home region. However, if a suitable match hasn't been found after a short time,
03:16
then additional regions will be added to the search over time, broadening the pool of potential rivals.
03:23
We'll be using network data to control each region's fallback behaviour, to ensure we optimise for a
03:29
good quality experience, alongside improvements to matchmaking times. With Fight Nights starting later
03:36
this month, we're looking forward to seeing this new system help bring more players together for some
03:42
carnage. This update also addresses the Skull of Sirensong respawn rules, provides improved profanity
03:50
filtering in text chat, and further performance improvements. But you'll have to check out the
03:55
release notes for all the finer details on those. On the live game side, I wanted to call out some of
04:00
the priority areas the team are currently working on addressing. Strawberry beards on PlayStation 5.
04:07
While we work to resolve this, if you are being affected, please raise a support ticket and our player support team
04:14
can troubleshoot this with you. We're then working to mitigate the issues caused by malicious actors
04:21
targeting players with spam invites. We're looking into issues where players lose credit for stolen items
04:28
once they've been buried. And then some players are becoming stuck, unable to unlock the Mobile Cannoneer
04:35
achievement or trophy. While I've got no timelines on these fixes at the point of recording this video,
04:41
these are all being worked on with urgency by the team. And then I wanted to finish up with an update
04:46
on game security. May's update went after pack file usage and as a part of the game update and following
04:54
hotfix, we've now disrupted players using those game modifications. We did find that players who'd modified
05:02
game settings such as field of view and sensitivity still had those modified settings remain. And as part of
05:09
June's update, any of those modified settings will now be returned to default levels.
05:15
Now, while our focus here has clearly been on securing our game, we have taken this as an opportunity
05:22
to review the types of modifications players were using, for us to learn and better understand why
05:28
players were turning to mods. Putting the exploits aside, there was a clear modification that a lot of
05:35
players had been using and we weren't really surprised as it's one we've seen commonly requested in player
05:41
feedback and as an accessibility improvement. So we're going to be increasing the maximum field of
05:48
view that we support from the current cap of 90 and extend that up to 110. We've settled at that figure
05:56
by reviewing the experience across the field of view range and we feel that 110 is the limit before the
06:03
game's visual experience begins to become compromised. We've kicked off the work required here to address the various
06:10
animation issues seen when playing above 90, but once resolved we'll be rolling this change out to
06:17
insiders for testing as part of our future update. While our game health team have been busy focusing on
06:23
security, performance and recently stepping into some long-standing bugs, I'm excited that this team is now starting to
06:32
stretch even further into the experience and begin working on these kind of game improvements. I've said
06:38
it before but the shape of the team is shifting in order for us to focus more time on improving the heart
06:45
of the experience. But for now let's call it there. Catch you all next time!
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