Welcome to the March edition of the
Asheron's Call Letter to the Players. The AC
Live team, in between digging out of the snowstorms, has been
extremely busy this past month. March will bring some long
overdue changes to the denizens of Dereth. Although there's lots
of upcoming content, there's really only one major change we'd
like to tell you about before the patch, and that is Monster
Rebalancing.
Over the past few months, we've
been looking at every single creature in the game in terms of
their relative difficulty vs. reward (in both XP and loot) and
found that many were unbalanced for the game as it is today. To
give you an understanding of what the issues were in examining
this problem, we've written a brief Q&A.
Monster Rebalancing
1) What does
"rebalance" mean?
Rebalance means adjusting the
skills of the creatures to be more indicative of their level of
difficulty.
2) Why rebalance
monsters?
While it may not have appeared
that monster difficulty was broken, through the years of
Asheron's Call development we realized that, at any given time,
one class of character would be more pronounced and able than
the others. This has been due to an imbalance in creature
defenses. We are adjusting this to bring a more acceptable level
of difficulty for creatures.
3) Is it true that you
are adjusting creature levels to mirror player levels more
closely?
Yes, in a sense, but not in a
restrictive manner. We are not looking to create cookie cutter
levels. We are trying to give a more adequate representation of
the creature level. For example, in some instances levels will
be geared only toward an archer of that level; in others, a mage
or melee character. The level is now just a more useful tool for
you, the player, to gauge what you can or cannot fight.
4) I've heard that you
are "nerfing" missile characters. Is this true?
No. We are doing nothing to
missile characters directly. What we've stated is that the skill
being adjusted for most creatures is their missile defense. This
will alter, in some cases, the creatures that missile characters
were hunting; however, the most relevant cases are those
characters that were hunting creature far above their level.
5) I like/hate the new
monster spawns. Why did you do this?
During the Virindi story arc,
the monster redistribution was a result of Virindi influence
over the world. Now that the Virindi are no longer influencing
the land, some creatures have begun a natural migration while
others make their way across the lands for their own dire
purposes.
6) Are the new creatures
(Drudge Bloodletters, Banderling Scalpers and Predators, Sclavus
Lords, and Olthoi Warriors) balanced?
Olthoi Warriors are right where
we want them. The Bloodletters, Scalpers, Predators and Lords
are very close, though not perfect.
7) If you are adjusting
creature levels, how am I going to earn experience with the XP
reduction code?
Every effort is being made to
ensure that leveling does not become a tedious measure of
diminishing returns. To that end, we are giving creatures
designed for a certain level of player a generous buffer in
which the creature is still worthwhile to hunt. This does not
mean that players will feel it necessary to hunt one grouping of
creature until they level. (For example, Gardok has hunted
Olthoi Soldiers as his main source of leveling creature from
levels 40 to 50. He now finds that the Soldiers [Level 61]
have become simple, yet still yield good experience. He had
attempted to hunt Nobles before, but often found that he could
hit them reliably enough to earn the same amount of experience
as he could off of Soldiers. With the new rebalancing complete,
he decides to test Nobles out again and finds that he is earning
more experience on them now than he was on the Soldiers.)
8) Are you adjusting
creature experience?
Yes. Creatures will reward you
based on their level of difficulty. For most creatures, you will
see an increase in the amount of experience that they yield, but
for some you'll see a reduction. The goal is to stop the feeling
of a leveling treadmill after level 80.
9) How is experience
calculated?
While we cannot give you the
exact model for this, we can give you some insight into how we
are calculating creature experience. We first determine the
level of character for which the creature is designed, then
determine whether the creature is designed with deadlier skills
than others (e.g., does it have War Magic?, is it Hollow? does
it have a breath weapon?). If the creature does have deadlier
skills, an enhancement modifier is added to the creature. We
then determine how many characters would ideally be suited to
face this creature. That number influences the experience yield
as well. The final determinant is the creature's skills. The
higher these are, the better the experience.
10) Are you taking away
solo advancement?
Certainly not. We are well aware
that one of the draws of Asheron's Call is the fact
that a player can advance through levels alone. Creatures may be
better suited for combat by multiple players, but they are still
very defeatable solo. Of course, a group may increase
significantly the amount of experience that you can earn over
time, but this has been the case for a while.
11) What about the
offensive skills of creatures?
These are being adjusted as
well.
12) If you are adjusting
creature skills, is there hope that player skills like Melee
Defense, Missile Defense, and Magic Defense will have more use?
Yes. Part of this rebalancing
action is to give credence to the skills to which players have
chosen to pay attention.
While that's not all that's
coming, the Re-balance is the only thing we wanted to give you a
heads up on. As usual, for any updates on content, you'll
just have to go adventuring. Thanks for reading, and thank you
for playing Asheron's Call.
-The Asheron's Call
Team
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