The History of Asheron's Call
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Discoveries - May 2003
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600 Years Before
Winds laden with rancid
spores assaulted the skyship, causing it to lurch to the right.
Asheron gripped the gunwale and marveled at the sight of rats,
desperate to find shelter, scurrying between his legs into holes
in the deck no wider than the length of his finger. The winds
abated in intensity for a moment, and Asheron made his way on
unsteady legs to the door of Emperor Kellin's cabin. As he
pushed the door open, the winds grew in strength again and the
door swung open wildly, striking the wall of the cabin and
startling the Emperor and his three advisors.
"What do you want,
plague-bringer?" Kellin barked.
"Plague-bringer? Is that
what you call me now?" Asheron spat back. "I am no
more a bringer of plague than you are the cultivator of the
disease, Kellin." His tone sarcastic, he continued,
"Look about you! The ancient and glorious seaborne empire
of Yalain has been shattered. There is no one here to impress
save your attendants who still wag their sly tongues,
reaffirming your value to the Yalain."
Asheron could see the rage
building in Kellin, but too much had happened to waste time on
pretense in their discussion. The threat of one of Nali Valind
inquistions no longer had any power over Asheron; even had she
not escaped to Ireth Lassel, Kellin simply couldn't afford to
expose the secret of Asheron's long life. Asheron was the most
learned among them and the only one who had any hope of stemming
this tide of Darkness.
Asheron allowed a moment to pass
in silence, then spoke firmly as he saw the Emperor about to say
something. "I have come with a directive."
"You are in no position to
make demands of the Throne, Asheron." Kellin retorted,
attempting to save face. The advisors remained silent, seemingly
in awe of the aged and wizened Asheron.
"Hold your tongue!"
Asheron snapped back. "This ship must be taken to Knorr."
"Are you mad? Knorr? The
place where the Olthoi first made their mark upon the
world?"
"The Seat of Knorr houses
my father's research," Asheron responded quickly. His
barbed tone had not changed since entering these chambers.
"That research is vital if I am to find a cure for the
Olthoi plague. We must collect that information, and soon, else
this world crumble and your Throne with it."
A long, tense moment passed.
Finally, Kellin relented. "See it done, old one."
*****
The Present
Once an example of the greatest works of the Empyrean, Arikas,
the Warden of Knorr, was now but an abject reminder of a lost
age. Once a glorious work of magical art with smoothly jointed
arms and legs, hands with cleverly articulated fingers, and a
finely carved face, Arikas was now only a misshapen, barely
functional form. But though the long years had worn away the
majesty of the golem, Asheron could tell that its mind was still
very much whole.
"Arikas, are the
conveyances intact?" Asheron asked, as he pulled the point
of an Olthoi pincer free from the golem.
"Conveyances are
functional, Lord Master Asheron, though the number of life forms
categorized 'Olthoi' are great. Twenty-two conveyances from the
seat of Knorr are functional, only four have been destroyed,
Colleg—"
Asheron broke into Arikas'
speech. "Thank you Arikas. You have done well here."
He pulled another bit of pincer free from the Warden. "I am
here to collect more of my writings. Perhaps, in another hundred
years or so, we shall open the halls of Knorr again."
"That would be most
welcome, Lord Master Asheron."
Aerbax shredded the cloak of the
tainted Executor. Such a mutation could not exist. A flaw lay
hidden in his methods and the subject had been altered in a
manner unexpected.
"Again!"
Aerbax's thoughts emanated
through the chamber. Puppet made its way to Aerbax and
transferred thought.
"How long ago?"
Another transfer, then, "Deliver obsidian fragment.
Explanation enclosed."
Puppet turned away from Aerbax,
ready to execute its directive.
"The Singularity has chosen
its course. Now begins the discourse."
"You are sure?"
Nuhmudira asked as she watered the sunflowers growing just
outside the window of her cottage.
"He left," her guest,
a man with a coy smile, answered with a shrug. "He went
somewhere I couldn't track him. It must be very far away."
"Yes…" She motioned
to the table, drawing his attention to a neat stack of newly
drawn trade notes. "Where will you be if I need you?"
"Fishing."
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Greetings, and welcome to the May
2003 edition of the Asheron's Call Letter to the Players. Our
weather here in Boston has warmed up nicely; we hope that yours
has, as well. Spring has sprung in Dereth–flowers are
blooming, the bunnies are hopping (and still breeding like
crazy, the little devils), and the future is looking bright. But
there are hints that something is badly amiss, and dark signs
behind the splendid flowering…
But before we get into that,
let's discuss the major changes in store for May.
The Jump-Spin Maneuver
The jump-spin maneuver is one that most player killers are
familiar with; it's a very simple maneuver with considerable
impact on player vs. player gameplay. When a PK is being pursued
by a melee PK and the pursuing melee is in "sticky"
combat mode–that is, being dragged along behind the fleeing
player and striking them in the back–the fleeing player can
jump and spin in midair. If the fleeing player executes the
maneuver correctly, the pursuing player's client will become
confused, breaking sticky mode and often freezing up for a short
time, thus allowing the fleeing player time to escape. Although
there is an element of player skill to using this maneuver,
we've found that the use of jump-spin negates too many of the
other elements of PK gameplay in Asheron's Call. So we decided
to do something about it.
The first thing we did was
investigate why jumping and spinning in midair has this effect
on the pursuing player's client. If we could prevent this
effect, our problem was solved. Unfortunately, we found that the
'confused client' effect is a deeply embedded side effect of the
way our client interpolates movement. In short, the server
controls where your character actually is, but in order to
reduce the effects of Internet latency the client makes a guess
about where it expects you will be in the near future. During
the jump-spin maneuver, the client becomes excessively confused
about where your target is and thus about where you are trying
to go, and locks up until it gets correct information back from
the server. The code for this system is extremely complicated
and not amenable to tweaking, so we realized that we would have
to look elsewhere for a 'fix' for jump-spin.
The next approach we tried was
to change the behavior of "charging." (There are more
details about what charging means below, under "Optional
Charge Attacks.") During testing, we noticed that when
jump-spin was used, the pursuing character would usually see the
"You have charged too far!" message just as their
client became confused and froze up. Perhaps, we thought, if we
could change the charging behavior we could avoid the client
confusion. Unfortunately, playtesting showed that although
modifying the charge behavior sometimes works, it more often
causes even more client confusion, sometimes locking up the
client for minutes at a time. On the other hand, the modified
charge behavior was pretty handy for player vs. monster play,
and so we retained the change as an option as outlined below in
"Optional Charge Attacks." Please note, however, that
we do not recommend turning off charge attacks during PK
gameplay because of the increased risk of jump-spin client
confusion.
So, if changing charge attack
behavior didn't solve our problem, what would? We next examined
a suggestion that had been prominent in player feedback on this
issue–increase the stamina penalty for jumping during a PK
battle. Initially we felt that this type of solution was no more
than a band-aid that did not properly address the underlying
problem, but the more we thought about it–and the more
feedback we read from PK fans–the more we felt that this could
be a viable counter-measure to jump-spin. Through extensive play
testing, we determined that this extra penalty should range from
100 stamina for a little hop to 200 stamina for a full-power
leap. In addition, this increased penalty only applies to PK
players who have given or received a successful PK attack within
the past 20 seconds. Notice that this is not a "fix"
for the jump-spin maneuver; rather, it is a counter-measure that
we believe will moderate the use of jump-spin and other jumping
maneuvers in PK combat, and indeed increase the amount of
strategy involved. We will be monitoring the effects of this
change very closely and we will tweak it or remove it altogether
if that seems appropriate.
Optional Charge Attacks
What is a charge attack? When a player executes a melee attack,
they first move towards their target until they are within range
to attack. This movement is a charge–it is much faster than
the character's normal movement rate, but because of that speed
it can only be sustained for a very short distance. If, at the
end of the charge, the player is still too far away from their
target to attack, they will stop the attack and see the message,
"You have charged too far!"
As mentioned above, we were
fiddling with the behavior of charge attacks while looking for a
solution to the jump-spin issue. During this process we added an
option that allows players to turn off charge attacks. When
charge attacks are turned off and the player executes a melee
attack, they move toward their target at their normal movement
speed and they don't stop until they get there. (Actually, they
will stop eventually, but the movement allows enough distance to
reach anything within range of the radar.) This turned out to be
so handy for PvM gameplay that we retained the option for all
players. To toggle this option, look in your Character Options
panel for Use Charge Attacks. This option is on (checked) by
default and provides the old "charge" behavior.
Unchecking the option provides the new "run until you get
there" behavior. Note that neither of these behaviors
affect ranged attacks.
The Weapons of Palenqual (a.k.a. the Rubble Quest)
With the May update, we are streamlining the mechanics of the
rubble quest–the ACDM quest that rewards players with the
Stave, Hoeroa, or Kalindan of Palenqual. The rubble quest is
intimately tied into the Olthoi Queen's quest; originally, these
two quests together were meant to provide an avenue for players
to dynamically control a portion of the world. Players who were
working with the Hea Tumeroks could break the menhir rings,
strengthening the Olthoi, while players who were working with
the Aun Tumeroks could gather rubble to repair the menhir rings.
If the Hea-allied players succeeded in breaking all the menhirs,
the Aun-allied players would then need to go and defeat the
Olthoi Queen.
That, at least, was the theory.
In reality, because there are interesting rewards associated
with each quest, players rarely role-play the opposing factions.
Instead, they work together to schedule both quests so that
everyone can get the rewards. This sort of cooperation is always
heartening to see in an online community. Unfortunately, even
working together there are many obstacles and annoyances in the
path of anyone attempting to complete the rubble quest and so
until now that quest remained fairly unpopular. We hope,
however, that the May modifications will renew interest in this
quest.
The existing mechanics of the
Queen's quest and the rubble quest are not changing in any way,
so players who do wish to dynamically control a portion of the
world through role-playing may continue to do so. If, however,
you merely wish to get your weapon of Palenqual without
torturous quest scheduling, you can now give the various tokens
and bits of rubble to new student Tumeroks in Timaru without
affecting the progress of the Queen's quest. In addition, the
quest becomes repeatable in May, and the rewards have been
upgraded slightly.
The Story: May and Beyond
May also marks the beginning of our next major story arc: A Time
of Chaos. Although the ongoing story that sets Asheron's Call
apart has continued since the end of the Gaerlan arc last
September, it has perhaps not been as clear and obvious as
players had come to expect. However, with the beginning of this
new arc, the truth can no longer be hidden, and the machinations
of a number of major actors–villains and heroes alike–are
about to come to light. But more ominous than any threat in
Dereth are the rumblings beneath the surface, the rousing of a
menace we thought we had defeated…
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"Are you sure?" Elysa
looked back over her shoulder at Antius.
"Yes, Elysa. It happened
just the other day. The forts around Tethana have been bolstered
by the arrival of new troops, I'm sure of it. They are building
up for an offensive." Antius rapped his knuckles on the
table.
"Then it's time we bring
the fight to them." Elysa closed the curtain of the
balustrade and started toward her armor...
Listed below are the changes
introduced in our May event. We've detailed specific changes to
game functionality and existing content, but the details on new
content are up to you to discover! Speak to town criers,
barkeeps, and scribes for hints about the latest happenings in
Dereth. For more information on this month's event, please see
this month's Letter
to the Players. Please submit any bugs you come across to http://bugs.zone.com.
New Functionality and Content
- Grab an ale, a stump, and a
sweet spot next to a watering hole. Check your progress as you
would your chess ranking. But make sure you remember your bait!
- One of Nuhmudira's students has
moved into Stonehold.
- An altar has been spotted near
Glenden Wood.
- A couple of new terrors plague
travelers in the Direlands.
- Players can now choose to
enable an optional
charge modifier. This will move to a target regardless of
their distance to the creature, though they will no longer gain
the benefit of an increased sprint speed.
- PK players who were recently
engaged in a PK fight will now lose a greater
amount of stamina when jumping.
Miscellaneous Improvements and Changes
- Trade notes have had the
following changes made to them:
o They are now stackable.
o They now have a flat 15% mark-up price at initial
purchase.
o There is no longer a penalty when selling trade notes to
a vendor who did not create the initial note.
o Value is now displayed in the Trade Note Name.
- Casino rewards have changed,
and as a result the dealers have upped the cost to play their
games!
- Spawns that were too close to
the Holtburg Casino LS have been moved back.
- Several quest Wands and Orbs
have had been upgraded with new spells and/or art.
- Aun Hareltah has hired on some
assistants to take the burden of collecting rubble from his
weary shoulders.
- The animation of the Staff of
the Nomads has been adjusted to use the poke animation on low
power.
- The animation of the Assault
sword now displays the proper piercing animation.
- Co-vassal and allegiance
broadcast can now be filtered by @filter -allegiance, as you
would expect.
- You can now craft Bloodletter,
Fleshripper, and Soulrender atlatl darts. We've also tweaked all
Bloodletter, Fleshripper, and Soulrender ammunition to be
slightly better than it used to be. In addition, we've corrected
a bug with the stacked value of this ammunition.
- The highest profile of loot,
such as that found in Singularity Troves, has been upgraded in
several small ways.
- A number of static landscape
spawns have been upgraded to match the difficulty of the
surrounding areas.
- Venomous Grievvers now drop the
acid that their cousins do.
- A number of randomly spawning
portals and NPCs have been moved to more level-appropriate
areas.
- Spawns that were too close to
the Guardian of the Temple of Forgetfulness have been cleared
away.
- Various collectors will now
accept hoary and plate spines and glacial, pyreal, and platinum
golem hearts.
- Wrapped arrowheads plus wrapped
spiketails no longer give Greater Spikes. We've also corrected a
few bugs with the spikes, giving them the correct names and
values.
- The Exit portal in the Tumerok
Mask Clan dungeon no longer drops you outside the Shreth
dungeon.
- Reinforced haft-dropping
Tumeroks in the Reedshark dungeon now drop the appropriate haft
for Reedshark banners. Clan Tumeroks are also casting spells
more appropriate to their levels.
- Tumerok Banner Collector NPCs
will now react to the notes you find!
- We have fixed a bug which would
sometimes cause vassal experience totaling over 2 billion to be
lost if it was earned while you were offline.
- Sentient Shards once again
inhabit the Valley of Death.
- The Hollow Minion leader at the
end of the Shoushi West Training Academy is once again spawning.
Minor Details
- We have removed certain
undead-generating traps that had been added to the landscape
accidentally.
- Champagne no longer crunches
when you drink it.
- The Awakener can be turned in
for attenuated versions (and vice versa).
- The bunnies have ceased their
springtime philandering!
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