Shroud of the Avatar massively expands its world

Have you ever had those moments where you realize that the world is a lot bigger than you previously thought? For Shroud of the Avatar players today, that's not just an illusion but the result of a patch that greatly adds on to the game world.

"Release 28 represents a huge expansion of the Novian landmass with 42 new scenes appearing in seven different regions," the team noted. "Those scenes include adventuring areas, towns, mines, and dungeons."

Today's update also contains an overhaul of the male character's looks, a continuation of the game's story, additional visual tweaks, sheet music for musical instruments, shooting stars, and the option to perform bulk crafting and bulk salvage.

Shroud of the Avatar will perform two more wipes, one in April and one in July, before its persistent state launch in late summer.

Source: Release 28 instructions. Thanks, Daras!
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17 Comments on "Shroud of the Avatar massively expands its world"

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mindshadow
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mindshadow

Wandris Siphaed I wonder, are there any open-world (no loading) MMOs using the Unity engine?

mindshadow
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mindshadow

Elirion Also, for most scenes, the instances are not just copies, but they are persistent copies.  That is, all instances of a town are kept in sync as far as housing and vendors and other things.  So if a player in Instance #1 of a town makes changes to his house, you will immediately see those changes in Instance #2.  Likewise, if you're shopping at a vendor in Instance #1 and buy up all the swords, then that vendor in Instance #2 will immediately reflect that purchase and no more swords are available.

There are some specialized scenes where the instances are not persistent copies but are truly instanced in the traditional term, and those are party-limited adventure scenes like the Challenge Dungeon in Braemar.  Otherwise, the world is persistent and kept in sync, regardless of how many instances of a scene are created.

mindshadow
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mindshadow

Quincha Elirion It varies.  Some adventure scenes limit it to a single party of 8, while most other scenes are either 128 or 132 or thereabouts.  The number is configurable and easy to change on their end.  The plan is to increase that number as more performance optimization work is done.

mindshadow
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mindshadow

chernabog They've stopped making in-game maps of towns and the overworld until their designs have been finalized.  Unfortunately, that means we won't see any existing ones updated or new ones added to the game for quite some time (many months away, at least).  Definitely not good for new players but for the time being, use community-created resources such as sotamap.com.

PaganRites
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PaganRites

Quincha Elirion I've seen at least 60 people in a zone.  Maybe it can go much higher I don't know.  It was an event a guild was having.

Kithred
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Kithred

chernabog The lack of maps put me off as well, otherwise this would be a true gem. Some things you just got to have these days.

209vaughn
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209vaughn

Awesome. An MMORPG for people who actually like to RP. It has a very vibrant community.

Recondelta
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Recondelta

During parties and large gatherings I have seen an estimated 100 different people in the same location. Not sure the exact count but a LOT is accurate. On my PC the lag was no worse than any other MMO with that many people in a location.
Check out some parties on YouTube. If you can find the Shooter Jennings party there were loads of people in the same location in the same scene and several instances were filled up.

ApathyCurve
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ApathyCurve

"Have you ever had those moments where you realize that the world is a lot bigger than you previously thought?"
Yup.  Crossing the Pacific on a gator freighter.  Go to sleep, see water.  Wake up, see water.  Repeat for a month.

Wandris
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Wandris

Siphaed Most games do it that way, I think it is more for technological reasons than anything. EvE, GW2, ED, Tera etc. SoTA may be a bit mroe fragmented and lower pop than others but that is not necessarily a bad thing.

ayatesart
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ayatesart

Elirion Yes, I believe that there are multiple "instances" of each zone and if you are in a guild or have friends playing, they will try to put those people you know into the same instance. 

The reason for having smaller "walled off" zones was to include more dynamic events in the world and to change parts of the world over time as the story of the game progressed.  Maybe, that was just an excuse for a small design team to just work on one small zone at a time and be able to just keep adding more as development continued.  I don't know.

I logged in recently and I have to say that the game's combat/combat animation felt much improved.  I also love the detail put into the world.  I'm also not a big fan of the overland map and the loading screen for each zone.  If they could make entering a zone quicker, that would help a lot.  

At this point it's too late for them to change the way the world is built, so I think interested players need to just accept that and focus on other aspects of the game.  If it's a deal breaker for you, then that's fine.  At least you found out early that it's not the game for you.

Elirion
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Elirion

Like I said previously, I don't know if the zones will be broken up into instances based on population or other factors. They may have have provided the player limit per zone but I'm not aware of it if the have. You'll have to check their site.

chernabog
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chernabog

I like lots of elements in the game but absolutely hate navigating the overworld. Having difficulty there is what causes me to shut off the game.    Just figuring out where you are and where you're going (without any sort of map) just makes it needlessly frustrating.   There's an official map they put out some time ago that doesn't correspond with what's currently in the world.   Even the original mapless EQ had some semblance of how things were linked together.

Elirion
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Elirion

The game is made up of multiple zones not instances. An instance is a copy of an area reserved for a certain group/number of players. There are usually multiple instances of the same area such as in dungeon instances in other games. SOTA's world is broken up into zones that each load when you enter them. It is something th at I greatly dislike about the game but it's not instances in regard to how that term is usually used. Now, whether each of those zoned are further broken into multiple copies/instances or will be in the future? I haven't seen that happen in-game yet or heard the devs talk about it.

Nordavind
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Nordavind

I am not moving anywhere! I'm staying right here!

Sleepery
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Sleepery

Siphaed is that what they mean by 'scene' then, instance? It's almost like they're ashamed of how the whole thing works.

Siphaed
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Siphaed

Shouldn't that read:  "Shroud of the Avatar massively expands its instance chain".  ???

If I recall from the CMA reads, the game is most entirely a series of chained instances that is not really a "world" in the sense that other MMOs are.

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