Greetings Fellow Avatars!
Here’s what we have for you in this week’s edition of Update of the Avatar:
The Making of Solace Bridge Outskirts (update)
For several years now our backers have been providing us feedback that the first few hours of our game have several major issues. Those issues include too many loading screens, scenes that are too small, and starting towns that include player housing / vendors. As we shift our focus to improving the New User Experience (NUE), and as we are able to measure new player progress through events like our recent free trial, we realize that we must address these issues sooner versus later.
As we announced during the Spring Telethon, our solution to this is to add three new maps to the game that we are calling “Outskirts”. These scenes will be very close to the three starting scenes and players will go directly there after finishing those starting scenes. Outskirts will be very large scenes, similar in scope to some of our recent big scenes like Blood Bay. This will allow them to be large enough that players can base themselves in a single scene for adventuring, resupply for their first couple of hours without having to go through multiple scene loads, or having to use the Overworld. Each scene will have a small outpost that will include some shopkeepers, trainers, crafting stations, and a few quest givers (and no player housing!). The scenes will also include plenty of adventuring areas (forests, ruins, bandit camps, etc.).
Our first Outskirts scene is Solace Bridge Outskirts. It is downriver from Solace Bridge where the Solace River meets the ocean. The small army that was defeated at Solace Bridge has retreated here and sent on the villager refugees to Soltown. They have made camp in a ruined tower overlooking the swampy shoreline. However they are not getting to rest in their retreat for a nearby bandit camp is preying on them, stealing supplies. Plus across the river lie the ruins of an ancient village infested with the very undead they just retreated from! We hope to have this scene live in Release 41 or 42.
[A Dev+ Forum Post by Travis “Vas Corp Por” Koleski]
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