There were so many new dynamics and
changes in November that we felt it important to give an
extended description of some of the items covered in the Developer's
Notes. We also wanted to give players a few peeks ahead at
what will be arriving in the near future. Here are some updates
on important topics as we head into our November event, The
Gathering Storm :
I.
Gameplay
a. New fellowship system--Over the past year we've wanted
to find ways of making fellowshipping more attractive to the
general player base without hurting a soloist approach to the
game. This month we introduce a brand new dynamic to Asheron's
Call: bonuses to experience points earned while in a
fellowship. The system works in the following manner:
- 2 players in fellowship earn
75% of normal experience (previously 50%).
- 3 players in fellowship earn
60% of normal experience (previously 33%).
- 4 players in fellowship earn
55% of normal experience (previously 25%)
- 5 players in fellowship earn
50% of normal experience (previously 20%)
- 6 players in fellowship earn
45% of normal experience (previously 17%)
- 7 players in fellowship earn
40% of normal experience (previously 14%)
- 8 players in fellowship earn
35% of normal experience (previously 12%)
- 9 players in fellowship earn
30% of normal experience (previously 11%)
Note: Currently the xp formulas
shown in the fellowship panel do not correctly display this
information. This should be fixed in the next event.
This bonus occurs only in groups
where the players are within 5 levels of the group founder, or
if all players in the group are above level 50.
We hope that this makes
adventuring in fellowships a more fun and viable option. While
we respect the desires of people to play our game without
companions, we also recognize that a large part of the fun of Asheron's
Call is playing with friends and meeting new people, and we
think this change allows more people to experience that type of
gameplay.
b. New regeneration rates--As
the game of Asheron's Call grows and progresses, certain
design dynamics have become outdated. The hit point regeneration
rate has become one of those antiquated systems. We wanted to
decrease downtime, especially the downtime for those without
life magic who also don't have healing. We think we've struck
the right compromise with the current hit point and Stamina
regen rates.
c. Mana bars (think Health
bars, but for a magical item)!--We've long wanted a way to
make the process of monitoring Mana totals and Mana depletion in
magical items easier. We finally managed to fit a solution in
this month. We hope you enjoy the change. This is also the
beginning of the first of many steps to move the focus of the
appraisal skills away from appraisal and more into a whole new
realm of different and more useful abilities.
d. NPCs no longer stealing
items--One of the more frustrating things that the Quest
Designers have to deal with is trying to fathom what possible
items people might try to give an NPC, and then scripting these
exchanges. All too often, we fail to think of an obvious item,
leading to a very upset player who can't get it back from the
ignorant NPC. This dynamic also led to some of our more wacky or
“bonus” NPC exchanges never even being found, because people
didn't like to risk the loss of certain items.
With the November event, NPCs
will now give back any items that they don't have a scripted
response for, fixing both of these concerns. The one current
exception to this dynamic remains the Town Criers, who will not
return any item given to them.
e. Newbie love--We've
implemented a number of changes to improve the new player
experience (and will also make the game more fun for all
players):
- Making the nighttime brighter
with more visibility;
- Letting people identify a
vendor's function through his name;
- Updating the @help text system
with new, useful, and accurate information.
And coming soon, the new player
situation will really change. . .
II.
Housing
a. Writs of Refuge--You'll see a whole new way of
acquiring Writs in November. These changes, combined with the
fact that Writs are now givable, move the Writ system much
closer to its intended design: a separate currency system for
players to acquire and trade as they see fit. We decided to make
them non-givable in October because we didn't want players who
had the benefit of being part of large social alliances to have
too much of an advantage over those who did not have access to
these networks. But the Writs will stay givable from now on.
Tweaks will continue to happen from month to month, but players
should expect that each month there will be multiple ways of
acquiring Writs, both from trading in pre-existing inventory, as
well as hunting for newly introduced items.
b. Supplies of housing--For
November, we're adding in 150 Cottages. For the next few months
after that, our goals are an average of 300 additional houses
per month, with some of those houses being Villas and Mansions.
During this time we will also be exploring alternative methods
of housing for players unable to obtain a housing structure, so
as to provide access to some type of housing and storage space
for all our Asheron's Call Dark Majesty players who
desire it.
c. Hooks and items to be
placed on hooks--We knew we had to be cautious with how many
hooks we placed in houses due to server performance issues. This
is why we started with only 15 per Cottage. For November, we're
happy to introduce a new system: There will be a total of 50
hooks per Cottage. However, a player can only have items on 25
of these hooks at one time. Once a player has used the 25th
hook, all other hooks turn invisible and cannot be used until a
player opens up additional hooks. Our goal is to allow players
the maximum amount of flexibility in decorating their homes.
Players can also turn on the availability and visibility of
their hooks with @house hooks on/off commands.
Also, hooks aren't that valuable
unless there are items to decorate the home with. For November,
most of the weapons and shields and casting items in the game
can be placed on hooks. We will continue to expand the range of
what can be placed on hooks with each month. No-give or no-drop
items are not hookable at this time, and there are no current
plans to implement this in the near future.
d. Allegiance houses:
Mansions--This event sees the opening of the first
allegiance houses. Currently, these are limited to monarchs of
rank 6 or above only. They can then open up these houses to
their entire allegiance. Further, if the monarch ever drops
below rank 6 or is no longer a monarch, the monarch and the
allegiance will lose the Mansion (including all items in hooks
and in storage) by the next time the maintenance payment is due.
Coming soon, we will allow
monarchs to open up their Mansion's storage chests to the entire
allegiance, and we will develop further features for allegiance
housing in the next few months.
e. Transportation to houses--In
addition to the house recall functionality, for November we've
added new portal networks linking towns to most of the housing
settlements in the game. We believe this will address many
players' concerns regarding inviting guests to one's house or
traveling to the houses of friends and allies. In the upcoming
months, portals to settlements will generally lag behind the
creation of those settlements by one month.
For Mansions, soon we will be
altering the dynamic slightly. In addition, for all types of
houses we will experiment with new and interesting ways for
players to give their guests and friends transportation access
to their houses.
Also coming up in a near future
event, we will investigate letting all characters on an account
be able to use @house recall functionality.
III. Melee
and Missile and Magic, Oh My!
a. Archery and thrown weapons issues--This month sees the
first step in some small balance tweaks to archery over the next
few months. After numerous tests and playing at various levels
on our test worlds, we decided to make a change to the reload
speed for crossbows. Coming soon, there will be other changes
made to the game specifically designed for higher level archers,
both bow-users and crossbow-users alike.
Also, and this is not a joke, by
the time we get done with these changes, Thrown Weapons might
just be an actual viable skill. You heard it here first.
b. Mace and other melee
weapons--While the reduction in mace burden was long
overdue, our next set of changes to a large percentage of melee
weapons will not take nearly so long. Expect to see an exciting
and entirely new dynamic over the next few months with many of
the melee weapon classes.
IV. Player
vs. Player
a. “God-Mode”--With the change this month to jump/run
casting, we hope we've addressed one of the longest running
issues in the PvP AC world. We may continue to make tweaks to
this dynamic over the next few months. We're very happy to take
out the awkward jumping restrictions, which was our
“temporary” fix, although it lasted much too long. We've
dropped the ball here, and we apologize to our players for
taking so long to fix this issue.
b. Hollow weapons--We're
working on a solution to the problems of both the “Katar vs.
other Hollow Weapons” discrepancy issue and the “Hollow
Weapons vs. Magic” discrepancy issue. We plan to have a
definitive solution in place within the next few months.
V.
Miscellaneous Bugs
a. Dungeon-spawning bugs--Another very long-lasting
problem that affected a lot of players' gameplay was the
infamous “The [insert favorite dungeon here] is completely
empty and no monsters are spawning!” bug. We wanted to wait to
confirm the fix after we were sure that it survived a month in
the live worlds, and after having zero verified reports in
October of dungeon monster spawn breaking, we're happy that this
bug has finally been resolved. (We also thought that we had
removed Larry the Bunny Master's wanderlust, but alas, Larry
still can't commit to home. Maybe this month. Would you believe
the disappearances are part of the Quest?)
b. Monsters becoming
invulnerable, or “The Harry Defense”--It's a long and
interesting story about why this bug occurred in the first
place. A story full of good intentions and cruel consequences. A
story of love and hope slowly transforming into bitter despair.
One day we may reveal the incredible truth. For now, just know
that the high level monster who just resisted your Magic Yield
three times in a row won't suddenly become Uber-Creature
anymore.
We were going to remove the
possibility of any monster leveling, but enough people begged
and pleaded to change our minds. “Think of the rabbits!”
they cried. “Think of the children!” And so the masses may
still level up rabbits.
c. Singularity weapons
quest--Yes, there were supposed to be Singularity Bows and
Crossbows and Racial Weapons obtainable on the mainland in order
to be exchanged in the new expansion Singularity Quest. Yes,
these weapons were supposed to be in for October. Yes, failing
that, they were even supposed to be in for November. Yes, it is
true that they made appearances neither of these times. However,
we have a strong suspicion that these items, while shy, will
overcome their reluctance to enter the public spotlight and be
seen in a future event coming soon.
VI.
December's Event and Beyond. . .
It's an exciting time to be playing in Dereth. We hope those of
you who have purchased Asheron's Call Dark Majesty are
enjoying the new island and housing. And we hope that all of you
are enjoying the changes and new gameplay dynamics that we have
introduced for November.
Things will really start shaking
with the December update. As Martine's and Nuhmudira's plans
become more clear, and Elysa striving to marshal the forces of
her kingdom against foes both known and nebulous, players will
be witness to the start of a brand new and compelling storyline.
The plotting and scheming of
some of Dereth's highest luminaries will not leave the continent
unscathed. . . a brand new beginning for new players and an
extensive revamping of the higher ends of the treasure system
are just two of the exciting changes coming your way very
shortly.
In future months we will focus
on satisfying the demand for housing amongst the players, as
well as adding some very cool features to add to your house.
Another major push in the next 4-6 months will be the revamping
of our appraisal and craft skills, adding in some wonderful new
gameplay, and finally making those appraisal skills worth their
cost. And there might be a surprise or two as well. . .
As always, we at Turbine and
Microsoft thank you for being a part of our game, and taking the
time to share with us your thoughts and ideas, praise and
criticisms. It is because of you and the time you spend in our
world that drives us each month to produce the highest quality
monthly event possible.
We'll see you in Dereth!
--The AC Team
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