To Raise a Banner of Flame

 
Aluvians

Gharu'ndim

Sho

Viamontians

Ispar History

Auberean History

Texts

Rumors

Event Teaser - July 7, 2000

From the Zone

Lo Ma, Jeweler of Lin, smiled as he accepted the payment from Kouron. "Thank you," he said, with polished professional gratitude. "It's hard to make a living in a forest town - "

Lo Ma was cut short as the ground swayed; he stumbled, but Kouron, who was not only (in his own opinion) a masterful item enchanter but a fine archer as well, rode out the movement with ease. “Another one!” Lo Ma cried. “And the sky's turning colors, the air feels oppressive - ”

“And there are golems in the mountains that I haven't seen since the last time I went to the Dires, ”Kouron said, with a cool hunter's smile. “And I hear of drudge lurkers in the forests to the far north - what a pleasure that will be.”

Lo Ma shook his head and muttered under his breath; Kouron's smile remained.

“Imagine!” To Za-I, Lin's Weaponsmith, stomped over, both irritation and wonder on her face. “Krau-Li! I haven't heard that name in years!”

Kouron shrugged, but Lo Ma exclaimed, “That old warrior with the fine jitte, said to be Ben Ten's rival! Has he been found?”

To Za-I shook her head. “I doubt it - I think he joined his ancestors long ago - only, some idiots are throwing the name around as if they had found him! But look at this. ”She held up a tiny cloth sack. “Lo Ma, you are a jeweler. You know metals as well as I do. I was given this today. What do you make of it?”

Lo Ma carefully opened the sack. Curious, Kouron casually reached out and touched the cool, gritty powder, letting it slide across his fingertips . . . and suddenly recoiled. “Oh no, ”he muttered in alarm and distaste. The others stared at him in blank surprise. “I think - I think this metal . . . never mind! Who gave it to you?”

Fulfilling our commitment to bring players a world-altering event each month, we'll be opening “To Raise a Banner of Flame” next week! These days in Dereth have grown dark indeed, the sun's light filtered through motes of ash in the air. Along with these dark skies, the orange burning sun - threat of fresh danger fills the realm. If your travels bring you to the northern and southern mountains or the deep north forests, be forewarned of increasingly powerful monsters. Adventurers unprepared for fierce battles should remove themselves from these areas at once!

Continue your role in this incredible on-going story - we'll see you in Dereth!

 


Roll-Out Article - July 11, 2000

From the Zone

Fulfilling our commitment to bring players a world-altering event each month, we've opened “To Raise a Banner of Flame”. These days in Dereth have grown dark indeed, the sun's light filtering through motes of ash in the air. Along with these dark skies, the orange burning sun - threat of fresh danger fills the realm. High-level heroes have been seen staggering back to safer towns, claiming to have come from a hereto unseen land; their claims have been questioned, however, since none of these survivors seem able, or willing, to map this land's location. Instead, content to nurse soot-blackened faces and anoint searing burns, they vehemently warn all listeners against retracing their steps. Tis not a land for the novice, they warn. Tis a place sure to see bones of the mighty among us. According to their tales, new and stronger monstrous kin have surfaced in Dereth, include one unnamed horror of terrible strength. A beast worse than a veritable rain of fire! those heroes claiming to have faced it cry.

Whatever beast these men allude to, true evidence of fearsome monsters has surfaced just east of the Direlands. The straights leading in have become flooded with tougher creatures, apparently fleeing eastward from their old home, pushed out by the stronger forces appearing there last month.

Whether these stories are to be believed or not, July's event promises some prominent changes in the game. Other strange new rumors have spread through the towns - rumors of a powerful new force effecting the magic of all of Dereth's adventurers. A force these rumors call: “anti-magic”. The implications of this force are dire for some - already many magic shops have begun hiring guards and boarding their windows in fear, as if this “anti-magic” would march from the hillsides like an army of Olthoi soldiers. In addition, entirely new weapons, including strong variations of maces and spears, have been discovered - some weapons comprised of elements never before seen!

Read the new State of the Code and Build Notes, July, to learn the full scope of the update. Be part of this incredible on-going story - we'll see you in Dereth!


Build Notes - July 11, 2000

From the Zone

Here are just some of the details from the July 11, 2000 game update: To Raise a Banner of Flame. This list is culled from "check-in" notes submitted by the game developers themselves. Notes of greatest importance are listed first.

Not all changes have been included with these build notes - that would spoil the fun of finding out everything that has been added or changed! Also, some changes provide ways for players to drive our evolving story forward, and thus we won't entirely reveal them here. As usual, though, the Town Criers, Barkeeps, and Scribes may know the latest news! Also, the trades of crafting and selling are always in flux, so changes to prices and abilities of items are not always listed here in their entirety.

Detailed Notes for Builds 2370-2389:
 

  • Squelch has been updated. There is now a new set of commands to enable a user to take more control over their gaming experience. The improved functionality will allow you to squelch all characters from a single player. You can also filter out unwanted messages, such as assessment. All other previous functionality of squelch remains the same. For a complete list of all commands, try the in-game help by typing: /help squelch, /help filter, /help advancedsquelch and /help messagetypes.
  • All wands, whether new or previously owned, fire more slowly.
  • All quest-item wands, whether new or previously owned, use half as much mana.
  • Only new non-quest-item wands will use half as much mana - we were unable to change old non-quest-item wands.
  • Certain monsters, such as Olthoi, Lugians, Zefirs, and Phyntos Wasps, are more likely to switch their targets than before, and attack those who are hurting them the most.
  • It less likely that you will pop off the edge of a mountain and slide down the slope.
  • Strange new weapons with properties unseen before in Dereth have been added.
  • More powerful spears and maces have been introduced.
  • The maximum stacking size for spell components has been increased to 100 and for craft items to 50.
  • New spells to discover have been added!
  • New extremely powerful monsters, residing in a place yet to be discovered by powerful adventurers, have been added . . . be careful where you tread!
  • The problems with players receiving " You are not a Player Killer " error, or (if PK) hurting themselves while firing arrows, have been fixed.
  • Using mana stones on Compound Bows now brings up a confirmation panel.
  • Monsters in some dungeons now regenerate a bit more slowly, to prevent the dungeons from getting too overloaded.
  • New and exciting dungeons have been added for all to enjoy.
  • Added alchemy/fletching/cooking mastery to the treasure system - magic hats now have a 5% chance of having one of these spells on it.
  • Chances that a Diamond Golem will drop a heart have been increased.
  • The odds of getting a trophy from certain banderlings have been increased.
  • Corpses no longer float! Gravity has sucked them back down to earth.
  • Ambient sound upgrade project has begun. The center of the Obsidian Plain and volcanic regions have received love in this update. More to come.

The Spin From Turbine - July (2000) Edition

From the Zone

If you're only interested in the Shadow Hunter armor issue, scan down to the bottom . . .

Feedback
Sometimes we love it, other times we hate it. But we all agree that it's one of the most important factors in determining what we do. Right now there are a couple of ways that we communicate with you:

1) Through the monthly spin from Turbine articles. Basically, this is a one-sided conversation, where I (or another member of the dev team) respond to what we've been reading on message boards, fan sites, and hearing in the game. Trying to wrap up every outstanding issue into one brief article does help you get an idea what we're thinking, and why, but also skimps on facts concerning some of the “real issues” that are being discussed.

2) The monthly development chats. In the past, we've had as many as 6 or 7 dev team members answering your questions (is that too many of us, or does it help you in getting the info you want?). While not the best way for us to respond to all the major questions you have, it does have the benefit of allowing individuals to post specific questions and get a response directly from us. Unfortunately, a number of questions seem to come up month after month which have been addressed in previous chats, or the questions are so specific that we'd need to have all the design specs in front of us to calculate the correct answers. Probably the worst situation is when we get a question about something that is definitely going to happen in a certain time frame: these we really cannot answer with specifics, although we want to.

3) Reading and posting to the fan sites. Normally, we hit the top two or three fan sites and post responses occasionally to message threads that are burning out of control (granted, we start a lot of those fires!). This method seems to work because we can see what the general consensus of the crowd is, post a few questions or comments, and get a lot of feedback from all of you. In a sense, we push and pull the conversation in certain directions and see where the thread goes from there. The arguments between posts - as long as they're kept insightful and not simply diatribes - are invaluable to us in shaping future changes to the game. Unfortunately, a lot of our audience are very casual players, or lurkers, and never post.

4) Individual email, IRC, in-game conversations, and feedback from the online team. These are probably the most focused ways for us to answer questions - virtually one-on-one. Unfortunately, the ratio of players to Turbine employees is so incredibly high, that we'd never get any work done if we relied on this method more than we currently do. The online team (advocates & sentinels) are a great way for you to communicate, as they let us know general trends and the “mood” of the community.

5) Face-to-face meetings. We loved meeting a bunch of fans over the weekend, and I think we got some great feedback from many who attended. Unfortunately, to get through the entire AC player base, we'd have to hold hundreds of these gatherings in different locations around the world almost non-stop! Obviously not a practical solution (but fun to imagine!).

What does that leave us with? Five fairly ineffective ways to establish a meaningful dialog, except when used together! That's why we use them all.

Well, I'm turning to you for help. How can we improve the communication between the development team and you? In particular, I'm interested in hearing ideas about how we can make the monthly development chats more effective, and how we can better use the message boards to establish some kind of meaningful dialogue with you. You'll soon see a new online form that you can use to enter suggestions, which we'll begin to use in addition to combing the various fan message boards.

So, what's a solution? For now, start posting to the boards (yes, even you lurkers!), if you haven't already, with your opinion on how we can communicate more effectively back and forth about the major topics of discussion. Soon, you will be able to use our online form to send us comments and ideas. We need to know what works and doesn't work for you, and you should know what to expect of us as well. Please also feel free to suggest any other methods that we can use in addition.

We want to know what's on your minds as much as you do ours.

So, what's on your mind?

Scott Herrington
Producer, AC
Turbine Entertainment  

PS - Many of you will probably notice a “new” person from Turbine posting to some of the boards. His name is James Cowgill. He's actually been at Turbine longer than I have, and he's helping to manage and schedule the ongoing content development for AC. Please treat him with the same respect that you've given myself and the other Turbinites who post, and go easy on him as he gets into the swing of all things AC.

Shadow Hunter Armor Debacle
OK, we screwed up.

Content in the game is always subject to change, since we can only speculate on how any addition we make to the game will be unbalancing, overpowered, or useless. It's only when we see the stuff in action that we can assess whether or not we made mistakes.

In the case of the Shadow Hunter armor, we made it too good. (Agree? Disagree?)

That was mistake number one.

Mistake number two was making changes to it without giving you any warning. As somebody wrote in, the people we really hurt were the more casual players who were in the middle of the quest. We made AC a game of “have and have not's”, something we did not intend.

We had debated whether or not to give some warning to you, but thought that would have encouraged massive camping (something we try to avoid) and mass hysteria. In hindsight, we would probably prefer some camping/hysteria rather than losing the trust of our players by removing the armor without warning.

We're sorry about that and will try to notify you better in the future about changes of this magnitude. Nonetheless, the nature of some changes will require us to surprise you, in order to prevent very bad camping.

On the bright side, for those of you who are still trying to get yourself a good set of Shadow Hunter armor, changes will be coming that should still make it worth your while.

There will always be some unique stuff introduced and removed from the game throughout the years to come. So you didn't get the “vintage” Shadow Hunter armor, but new stuff will be coming that you can get - and that players who start after you may never have a chance to quest for. AC is only 9 months old, and new items are being added all the time. By this time next year, you may be handing “vintage” Shadow Hunter armor to newbies because something bigger and better has come along that makes shadow armor useless to your character.

Regardless, I wanted to let all of you who have spoken out (both in our defense, and those who pointed out our mistakes) to let you know that we are listening to you and reacting to what you have to say.


Stormwaltz Comments on the Aerlinthe Quest - July 29, 2000

I've heard a lot of people say that July's big mysterious quest has been solved. Some are disappointed the Black Fire stone is the only apparent reward, and some believe that, like Nexus,the stone was only available once.

As the lead designer of the big quest and Aerlinthe Island in general, I'd like to take a moment to allay your fears. The quest has NOT been completed, and IS repeatable. There's a good deal more to be discovered and experienced, and this quest will remain unchanged for the forseeable future - like the Atlan Stone quest rather than Frore or Nexus. Don't worry about missing the fun if you're low level, and good luck to you all. Keep questing. The biggest things are not always the most vital...

You can applaud (or curse...) Jesse "Nei" Kurlancheek for doing the stats for every single monster that has killed you on Aerlinthe. He also was generous enough to balance the quest items, and fix bugs with the quest while I was on vacation. Elliot "The Machine" Gilman, of course, performed his usual overtime work making sure that everything made it in, in a form that didn't crash the servers. Sean "Needs A Nickname" Huxter, also as per usual, did every single piece of new artwork for monsters and items, including the oh-so-fashionable Aerlinthe t-shirts. Ron "McEnroe" Winter did some new sounds as well - when you hear the ground rumble in the Tenkarrdun Foundry, that's his work (he also made the Shadow Spire howl).

I'd also like to take a moment to note that the "frozen wasteland" island was not supposed to be open for play for some time yet, and it is only reachable through a bug. It is still in a very early stage of construction, as evidenced by the extreme performance hit in the ice gardens - the degrade art for those beautiful ice upwellings has not been completed, so everyone on the screen is rendering at full detail, no matter how far from it you are.

There are no plans to open the ice island anytime in the near future, although its construction began at the same time Aerlinthe's was. The landscapes of the new islands were designed by artists Pete "Obsidian Span" McDonald, Sean "Shadow Spire" Turbitt, and Bil "End of Beta Comet" Mauritsen.

- ChrisL (Stormwaltz
 


Annals of Dereth

The Asheron's Call Newsletter July 2000 (#8)

go to MSN Home  Annals of Dereth

In this issue:

1 -- OUR SAGA THUS FAR . . .
2 -- MAJOR EVENTS
          CHAT WITH TURBINE ENTERTAINMENT
          EVENTS PAGE
3 -- COMMUNITY HERALD
          ALLEGIANCE NEWS
          PORTAL SPACED (HUMOR)
          ADVOCATES STILL WANTED
4 -- GAME TIPS

 

ANNALS OF DERETH

The Asheron's Call Newsletter
July 2000

Play it on the Zone!
http://zone.msn.com/asheronscall

 


Welcome to the Annals of Dereth, the newsletter for the Asheron's Call online role-playing game! We bring you this bulletin every month to give you a wide view on Dereth's evolving community, events, and features.


1 -- OUR SAGA THUS FAR...

A lone warrior staggered into the Arwic healer's shop, the last of his strength all but failing. He didn't even bother ordering any services aloud -- merely gestured to the empty loft upstairs and started the climb. The healer on duty rushed to his side, dropping the broom he'd been using to sweep volcanic ash out of the doorway.

"You're one of the killers, aren't you?" the healer whispered. He nodded slightly at the warrior's red sash.

At first, the warrior said nothing. Then, with a ponderously deep groan, "Is my presence not welcome then?"

"No -- our guild heals all. As you well know -- your guild makes the most use of our services . . . I merely wondered why you came alone. Very dangerous in your profession, I should think."

The warrior, helped into a bed, groaned even deeper. "I've trade notes, old man . . . to pay well for your silence."

"Oh, you mistake me. We healers are not as mercenary as . . . well, as others can be. But without fellow members of your allegiance around? You must take great care, sir!"

Rolling to his back, the warrior revealed a sickly burn in his chest. As of late, the healer had seen a host of new wounds -- grievous injuries caused by maces and spears . . . Now this -- another mark left from the terrible Plasma Golems, he thought, wondering just what mixture of salves to use.

The warrior's eyes closed, and the healer wondered if the man hadn't fallen asleep -- or expired -- that very moment. But he managed a few words more. "I lost my kin on the Isle of Aerlinthe . . . battling magic to dispel magic . . . You're right! Hide my trade notes! And hide - this - as well."

With the last of his strength, the warrior flung aside his cloak -- revealing a dagger clutched tight in his hand. The healer pried it free from the man's grip and dried blood, examining the weapon in the window's light -- a pale light, filtering through heavy ash in the air. Not a warrior himself, the healer saw many an artifact of war. Still, never had he seen a weapon the likes of this. In learning his craft, the healer had studied well Dereth's ores -- yet had little idea of what material comprised the dagger. Chorizite, he guessed. The strange metal circulating these days mostly in the form of rumor. And now he held a dagger made of the very stuff?

In any event, he'd spoken true -- a healer would never betray the wounded . . . but the warrior would not wake before he consulted Arwic's Master Blacksmith as to the nature of this weapon.

As weapons of this world change, the healer reasoned, I must learn the wounds they're destined to inflict.

He left the warrior, asleep in the light of an ash-darkened sun.
 


2 -- MAJOR EVENTS

JULY EVENT: TO RAISE A BANNER OF FLAME
Fulfilling our commitment to bring players a world-altering event each month, we've opened "To Raise a Banner of Flame". As the name, and explorations, have revealed, there's some fiery happenings going on in the lands of Dereth. For more information on the event, be sure to check out the official News
(http://www.zone.com/asheronscall/news/ASHEnewsbanner3.asp) as well as the current Build Notes
(http://www.zone.com/asheronscall/news/ASHEnewsJulybuild.asp).

What does the event herald? Well, the following message has been reported, traveling as far as Solclaim: "The ground trembles beneath you! Mount Tenkarrdun has become active once again! On Dereth, the volcanoes echo the eruption on far Aerlinthe Island."

And, for those heroes too curious to wait and discover Dereth's "mysterious and fiery lands" on their own, check out these screenshots submitted by Angel Jayten to the AC Heaven site:
http://members.home.com/mdmgold/hell.htm

Also, for a peek at just one of July's new weapons, here's a shot gathered from AC Stratics:
http://ac.stratics.com/cgi-bin/emotes/picpage.pl?title=Hollow+Katar&nojs=true&picture=/ content/news/images/newkatar.jpg&desc=Hollow+Katar+From+Theeta+Zai

ON-LINE CHAT WITH GAME DEVELOPERS
On July 18, members of the Turbine group participated in the most recent developers chat. Having launched July's event, "To Raise a Banner of Flame", Turbine took the time to answer questions on the newly revised world as well as hints of what might be expected in the future. To read the transcript, head to:
http://www.zone.com/asheronscall/news/ASHEnewsdevchatJuly1.asp

This chat came just a few days after Turbine's meeting at the Boston Player Gathering held in Norwood, MA. The event, run by the crew at Crossroads of Dereth, saw over 200 people attend. In addition, word has begun about the first Mideastern Player Gathering, to take place in Louisville, Kentucky. For more information, check out the news posted on the Crossroads of Dereth: http://cod.xrgaming.net/

If you want any events listed in our official Zone schedule, go to our Events page to register them. Remember, when submitting an event or a gathering, please:

1. Submit the event at least two weeks before you intend to run it.
2. Include ALL information requested on the form. We've received many events we couldn't process because the form wasn't complete.
3. Be sure that your event abides by the Code of Conduct and the End User License Agreement. The License Agreement is included in your game box, and the Code of Conduct can be found on the following page:
http://www.zone.com/asheronscall/tips/ashetipsconduct.asp
4. Do not hold events within towns. You may call people to gather at outposts, however.

We look forward to promoting your events! The Events page is located at:
http://www.zone.com/asheronscall/tournament.asp
 


3 -- COMMUNITY HERALD

ALLEGIANCE NEWS

TOP 10 LISTS/MONARCHY
In recent days, AC has posted the first of a series of Top 10 lists, starting with Veteran Ranks, Chefs Extraordinaire, and -- our personal favorite -- Dereth's Doomed. Be sure to look for more lists in the days to come. Until then, the current lists can be found at:
http://www.zone.com/asheronscall/news/top10list.asp

One list that has been around for some time is the Monarchy List. Although we try our best to tabulate and verify all claims to Dereth's top rankings, recent complaints have forced us to enact stricter policies. In order to remain on the Monarchy List, all monarchs must submit updated information at least once every two weeks -- including a screen shot which clearly shows monarchy information. Incomplete information will be ignored, and monarchs who fail to provide updates will be taken down.

At the time of this writing, however, we would like to congratulate Skystreak Cloudrider for maintaining the top position at Rank 7 with 2175 followers. We would also like to give special recognition to Wren the Blurry, who recently ascended to Rank 7; both monarchs are scheduled to provide the next interviews for the Allegiance Hall.

The Allegiance Hall now boasts over 200 links to excellent allegiance sites, organized by server-world. Sites have already been posted for the most recent world to open, Solclaim -- including the mighty Scoob's Crew!
If you are interested in joining a high-profile allegiance, look no further than the Hall:
http://www.zone.com/asheronscall/hall.asp

PORTAL SPACED
The following comes from a player named Briggs, posted on the Crossroads of Dereth Dev Board. Parodying "A Few Good Men", Briggs argues whether mages' ability to drain from behind walls should be "nerfed" or removed from the game.

Briggs: I'll ask for the fourth time. Did you drain?

Mage: You want answers?

Briggs: I think I'm entitled to them.

Mage: You want answers?!

Briggs: I want the truth.

Mage: You can't handle the truth!

Mage (continuing): Son, we live in dungeons that have walls. And those walls have to be guarded by mages with wands. Who's gonna do it? You? You, Briggs? I have a greater responsibility than you can possibly fathom. You weep for warriors and you curse archers. You have that luxury. You have the luxury of not knowing what I know: That draining through walls, while tragic, probably saves lives. And my magic, while grotesque and incomprehensible to you, saves lives.

You don't want the truth. Because deep down, in places you don't talk about, at pubs, you want me behind that wall. You need me behind that wall! (boasting) We use words like Feazh, Zhapaj, Malar . . . we use these words  as the backbone to a life spent researching spells. You use them as a punch line. I have neither the time nor the inclination to explain myself to a warrior who rises and sleeps under the blanket of the very vulnerability spells I provide, then questions the manner in which I provide it. I'd prefer you just said thank you and went on your way. Otherwise, I suggest you pick up a wand and stand behind a wall. Either way, I don't give a darn what you think you're entitled to.

Briggs: Did you drain behind a wall?

Mage: I used the skills Turbine gave me.

Briggs: Did you drain behind a wall!?

Mage: You're ***damn right I did!

(silence)

Briggs: Please the court, I suggest the developers be dismissed so that we can move to an immediate Article 39a Nerf Session. The witness has rights.

To see the original post, check out:
http://cod.xrgaming.net/4news.shtml#AFewGoodMages

If you've got links to some humorous AC material, send them to website@asheronscall.com, and they just might end up in a future issue of this newsletter.

STILL CALLING PROSPECTIVE ADVOCATES
If you own the game, currently play, and are interested in helping your  fellow adventurers as part of the Asheron's Call team, we'd like you to contact us. The advocates are our first and most valuable help resource for many new players. See the following article for more information and a link to an application form:
http://www.zone.com/asheronscall/tips/ASHEtipsadvocate.asp


4 -- GAME TIPS

CHARACTER TEMPLATE
The following template was submitted by the Zone's own Daniel Adam:

"Here is what I believe to be the best Sword template around. This is after playing dozens of different styles/templates since Dec 16:"

Race: Aluvian
Specialized: Sword, Melee Defense, Arcane Lore Trained: Healing

Attributes:
Strength: 100
Endurance: 20
Coordination: 100
Quickness: 90
Focus: 10
Self: 10

Notes:
1. Starting killing rabbits/drudges/shreths, and keep assigning XP to Health/Endurance, Sword/Melee Defense, and Strength/Coordination/ Quickness. Basically advance in blocks of 5 -- so first boost Health by 5, then Endurance by 5, then Sword by 5, then Melee Defense by 5, then Strength, etc. At level 5 start putting XP into Arcane Lore and Focus, as this will later enable you to wear magic items. I recommend that you have Arcane Lore at 50+ by level 10 and 100+ by level 20.
2. Acquire Item Enchantment at level 9, Creature Magic at level 25, and finally Mana Conversion.

Things to keep in mind:
1. Always make sure you are sync'd to the closest lifestone to where you are fighting.
2. Don't just jump into random portals -- some lead to death.
3. Remember that things that attack you from the back will kill you easier than from the front (shields help).

"This should get your hero started!"

For other unique templates, check out AC Tips:
(http://www.tip.it/wizard/ac/proba.php3?jump_id=8). There, players can find templates for Monks, Barbarians -- even the almighty Mule!


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THIS DOCUMENT IS PROVIDED FOR INFORMATIONAL PURPOSES ONLY. The information contained in this document represents the current view of Microsoft Corporation on the issues discussed as of the date of publication. Because Microsoft must respond to change in market conditions, it should not be interpreted to be a commitment on the part of Microsoft and Microsoft cannot guarantee the accuracy of any information presented after the date of publication. INFORMATION PROVIDED IN THIS DOCUMENT IS PROVIDED 'AS IS' WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND FREEDOM FROM INFRINGEMENT. The user assumes the entire risk as to the accuracy and the use of this document. This document may be copied and distributed subject to the following conditions: 1. All text must be copied without modification and all pages must be included 2. All copies must contain Microsoft's copyright notice and any other notices provided therein 3. This document may not be distributed for profit.

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Developer's Chat

July 18, 2000

+MrQuazarr@Zone> Welcome to our Monthly Asheron’s Call Developer's Chat. With us today is one of the Lead Designer, Eri Izawa and Producer, James Cowgill. With us today is one of the Lead Designer, Eri Izawa and Producer, James Cowgill. A few reminders of the ground rules: A few reminders of the ground rules:

1. Only one questions per person. 1. Only one questions per person. If you ask more then one, we will have to pick the one to answer, and it will most likely be the one you cared the least about. If you ask more then one, we will have to pick the one to answer, and it will most likely be the one you cared the least about. I will be doubling everything I say today.
2. Have your questions typed out in word pad and ready to copy and paste when your turn comes up. Due to the volume of people, we will only wait a short period for the questions before we move on.
3. Watch for repeat questions. If you are asking a question that was already asked, we will simply reply with an: "Asked and answered" and move on.
4. Final one, which has never been a problem for you guys, but I have to say it: Remember, the Code of Conduct is in force here ;-).

OK, I will hand the floor over to Eri to introduce everyone else here today and then we will be off to the questions.

rei@Turbine> I'm Eri "reijin" Izawa, co-lead designer for Asheron's Call and general spec shuffler. With me today are these great flavors of the AC Team: Jesse "Nei" Kurlancheek, game designer, scripter, general systems guy. David "Crowley" Javier, game designer, dungeon maker, and dialogue meister. Dave "Sarneho" Namerow, Turbine-side Community Manager. ...and introducing newest catchy flavor, James Cowgill, AC Producer.

I will go through the usual introduction: To give you an idea of our schedule, we are already hard at work on the August event. So we can with some confidence answer questions about that material (though we won't give away all the secrets ;-). That said, we usually cannot give you concrete dates or feature details for anything new beyond one or two months out. And even then we may not be able to. This is because of many factors, including the experimental nature of events, schedule changes, and the fact that something that looks simple may turn out to be very complicated or even impossible! In other words, promising specifics for many of your suggestions would be premature. We don't like promising things we might not be able to deliver. Also, because we have so much planned, new requests on the boards or from here may not be implemented til some time after the suggestion is made. But I want to assure you that we are listening! The spellcasting UI changes happened in large part because of your suggestions at a chat much like this one some months ago. Again, thanks for coming! Let's go....

+MrQuazarr@Zone> Alrighty....

Solamar> Hello! Thank you for such a cool game! One question. We really need some type of "Stash" for characters. Are thier plans for this? This would be VERY useful to Patrons and Monarchs. Not to mention those who love bartering with others as I do. ...

Solamar> Down with the mules I say! Maybe use an NPC and allow us to buy space at 10K per Pack? This would go hand in hand with the Secure Trading System many were hoping to see in this months patch. Thanks! GA.

rei@Turbine> It's on our list of things we'd like to do, but there are no current plans for it, as we are hard at work on some other systems.

rei@Turbine> Item storage has a host of technical issues and would require a LOT of time.

rei@Turbine> In an ideal world we'd do it in a flash :)

rei@Turbine> Done.

jhaw> Hello. I noticed that monsters are allowed to cast spells with out the aid of channeling devices. Why are we not allowed to cast spells with a weapon in hand like shadows? ga

Crowley@turbine> Most of it simply boils down to complications with the animation data.

Crowley@turbine> I'm not totally up on the technical issues involved, but it's actually difficult to have monsters hold on to wands.

Crowley@turbine> As for in-game responses... Monsters are more innately magical...?

Crowley@turbine> Done

Kr0n1K> When will Lugian Hammers use "Axe" skill like they SHOULD instead of "Mace" skill which they currently feed from?, I mean, what is the point of a Hammer when lugians already have a mace and morningstar.., It should be easy so I hope it rhymes with must,

Kr0n1K> i mean it would be a good olthoi weapon with def, GA


Crowley@turbine> It's a known bug, actually in my "to fix" queue.

Crowley@turbine> So Lugian hammers should start behaving normally soon. Unfortunately, I won't be rhyming tonight.

Crowley@turbine> Done

SirXavier1> Sit tight, you are in for a long question or rant, whatever you wish to call it. In June new spells were added to war magic, same in the most recent update...

SirXavier1> The known ones, two of them are useless, streaks and walls. Even rings are useless without life magic. The most expensive skill ingame is the most useless without life magic. In PvM and PvP. High level PvM with just war magic, is beyond annoying, every mo

SirXavier1> every monster over 100(except magmas and altered drudges) have uber health, and/or uber spells. High level melee by far surpasses war magic in PvM...

SirXavier1> Currently war magic is worthless at high levels, unless you have life magic. Why? Why must the most expensive skill in game require you to have life magic to be viable? War magic is not worth 16 to train or 28 to spec, even with the new spells...

SirXavier1> Something still needs to be done. Either give skill points back, 1 for trained, 3 for spec'ed so it won't throw anything out of balance, or new uber war spells that are not effected by life need to be added. Is anything planned... Done


Crowley@turbine> It has been somewhat acknowledged that War Magic is underpowered. However, don't expect to see a decrease or "giveback" on War Magic skill credit cost.

Crowley@turbine> We want to improve war magic's effectiveness, but as you can see, balance is a very tricky issue.

Crowley@turbine> Additionally, there are some tech issues involved. I saw Jesse bumping his head into some of our tech limitations recently.

Crowley@turbine> We haven't given up on War Magic, but I don't think you can expect any more War Magic buffing soon.

Crowley@turbine> Done

RESiSTANCE_JaS> Great game guys, Really love what you have done with it. Lot better than that "other" game ::coughs:: EQ ...Ok... the question, Even though we just got Solclaim, are we getting any other worlds any time in the near future? um Snowreap? among others =) GA.

rei@Turbine> Ken's got it :)

+MrQuazarr@Zone> We are always looking at performance and concurrency on a near daily basis to ensure that we have adequate worlds for the current player base. When we see a trend, we will act on it. There is always a possibility of new worlds.

Cowgill@Turbine> Turbine and MS aren't finished optimizing the code or servers. We are always trying to both, increase the server load and looking at how many total worlds are needed.

Cowgill@Turbine> done

Liart> Suggestion: Create item spells. Level one would make a crude lockpick/healing kit for exampe. Level six would make a peerless. Then when the spell expires the item would expire...

Liart> Especially nice now that hollow weapons nullifies items main usefulness.. Ok, now for my question...

Liart> Have you seen my corpse? Oh, and on a side note, Decado (FF) wants to know - "How much would a woodchuck would chuck if a woodchuck would chuck wood"...

Liart> *slaps Nei and Crowley around with an IRC-brand trout* :) GA!


Crowley@turbine> Okay... thanks for the suggestion...

wynterwolf> To expensive to have archers with atlan and hollow arrows but any plans for some new arrow heads? Race specific for PvP? Critter specific? Exploding to knock open those stubborn locked doors? I can think of plenty!

wynterwolf> Here is one way to add a money sink and give high fletch skill something to do. Besides, we need something to do between snapping bow strings! Done

Crowley@turbine> Unfortunately, there's a lack of support for item creation within our code. It'd demand new tech, and we already have a lot of new tech backloaded.

Crowley@turbine> I saw your corpse, you should get to it soon. And woodchucks don't chuck wood.

Crowley@turbine> Done

+MrQuazarr@Zone> Sorry about that wynter, I moved you up a little too fast.

+MrQuazarr@Zone> Reading your question now.

rei@Turbine> There are currently tech reasons why we can't do critter specific, race specific, or exploding missile weapons....

rei@Turbine> We are still looking at bows & thrown weapons for possible future features, though.

rei@Turbine> As Davej said, we have a lot of new tech queued up in the schedule already.

rei@Turbine> Done.

shefner> With the last update and some of the bugs <specifically the bug relating to stamina to mana it has become obvious that there is little or no actual playtesting…

shefner> of the patch materials. (Sorry, but a SINGLE casting of the adjusted spell/spell effect in a playtest would have revealed the problems,…. of the patch materials. (Sorry, but a SINGLE casting of the adjusted spell/spell effect in a playtest would have r

shefner> revealed the problems, therefore I can but think that it was not tested at all.) Further, with

shefner> with these patches, it is also obvious that there is little or not thought being given to play balance <Tusker Slave =14kxp, Bone Lord = 8kxp … think about it Do y’all see this as a problem, or do you think your quality control / play balance efforts are

shefner> appropriate? <ga

Cowgill@Turbine> I can understand your perception of with some of the bugs which make their way to the live servers.

Cowgill@Turbine> Unlike other software products and games, AC can't be fully tested until something is actually on the live world.

Cowgill@Turbine> The fact is, it's a huge world which has two dedicated test teams (one at MS and one at Turbine.)

Cowgill@Turbine> With the rate that events are created and propped, we do make mistakes.

Cowgill@Turbine> We try very hard to put up clean props, and when we make a mistake, we try to determine the effect and correct it as soon as possible.

Cowgill@Turbine> There is no way that we will ever have a perfect game, but the goal remains to make it as good as possible and a lot of resources are dedicated to doing that.

+MrQuazarr@Zone> It is unfortunate that some bugs make it into the game, and we do regret that. But having a complete "bug free" game probably will not happen either, no matter what the game.

+MrQuazarr@Zone> One of the restriction we have, that other MMORPGs do not have, is that we constantly are evolving our storyline with new events and content.

+MrQuazarr@Zone> It is very important for this information to stay confidential until it is rolled out.

+MrQuazarr@Zone> This is why we do not open our next update to public testing as other do.

+MrQuazarr@Zone> DONE.

Seifer_Rules> this is a long question, not sure if im cutting and pasting right, but here goes.. /me is frustrated..

Seifer_Rules> Why is it that the new dispell spells cost so much mana.. i mean seriously you have to cast it multiple times to dispell everything, and the only spells i care about are the level6's.. then i have to fully rebuff.. i think the mana cost should be brought

Seifer_Rules> wayyyy down, at level45 my mana isnt even 280 yet. i have been casting 6's for the last 15 levels it kinda sucks because you add these great spells, and make them not even worth casting. then you go and make the spell comp impossible to replenish, so we a

Seifer_Rules> are scared to even cast the spells.. why cant you guys make mages fun to play anymore. i have made a melee guy now because my mage is worthless.. im sorry to be a whiner but i was so happy to see that dispells were added.. and now i cant even use them bec

Seifer_Rules> ecause my mage is worthless.. im sorry to be a whiner but i was so happy to see that dispells were added.. and now i cant even use them because you only get 40 spell comps EVER, then the mana cost is way to high to even cast them.. whats the point in addi

Seifer_Rules> whats the point in adding the stuff if people wont even use it. i thought you guys would learn from last month when the only time people used the disk spells were to p

Seifer_Rules> reform light shows in the middle of town for noobs to ooo and ahhh over..

Seifer_Rules> im just very frustrated, i love being a mage, but every month is just like another slap in the face, every month since the game went retail.. please will you guys do something to show us that you want us to keep playing? I guess my real question is...

Seifer_Rules> what are the chances that you will be making the new spells worth the effort...

Seifer_Rules> PS to stormy, if you can see this! everyone on SAGE TOWER and Hall of Lore misses you =( oh and good luck to myth and her followers on solving the new quest on the island!

Seifer_Rules> done..

Crowley@turbine> As far as I can tell, the question you asked is "why do dispell spells cost so much mana."

Crowley@turbine> Look at it this way. For each dispel you cast, you negate several spells. That's a deal.

Crowley@turbine> But the real answer to the question is that they have to be balanced. If they didn't cost as much as they did, balance might have swung too far in the wrong direction.

Crowley@turbine> We'll keep looking at the costs of new spells, but I don't expect to see them changing any time soon.

Crowley@turbine> Done

Kilmorx> First of all, great game, thanks guys. Kilmor from the german AC Mystics Team -Your First German Resource For Roleplaying Games- here. Now my question. With the new patch some interesting features have been introduced...

Kilmorx> But the one thing I am really missing are (not counting housing, storage, etc. *g*) some new spells like summoning of creatures....

Kilmorx> or enchantments like charms or control spells, is there something up your sleeves or is that an impossible thing to hope for ? http://ac.mystics.de

rei@Turbine> It's not an impossible thing to hope for....

Kilmorx> YES !

rei@Turbine> We're seriously interested in that kind of thing, but it IS new tech, and as such is extremely expensive.

rei@Turbine> It's not currently scheduled anywhere, but like I said, we're interested in doing some of those.

rei@Turbine> Done.

Shadedelthor> Hi jiggas, Will you be making buffs last longer in future updates? And war magic is useless now on DT due to the fact of the nerfing of wand monkey'in, and the new hollow weapons cut right through a mages protects, and turbine favors archers, so war magi

Shadedelthor> ic is useless


rei@Turbine> We are unlikely to make buffs longer in future updates ... but as we said above, we are still looking at ways to improve War Magic down the road.

Crowley@turbine> If we improve buffs, we have to improve debuffs also... So watch what you ask for.

Crowley@turbine> (done)

rei@Turbine> (done)

MidMoPub> Here is something new ========== Shout out to the Dasterdly Clan Morningthaw Crew, wa'up!?! Comment #1: IMHO an "Uber Chest" has no business only spawning throwing clubs and non magical 1-4 base

MidMoPub> UA weapons. Please up the min. to med. value jewlery or something we can sell of value. Keys are just to rare and high trade commodity to get jiped like that. Comment #2: There is severe lack of Good UA weapons as loot.

MidMoPub> I have gotten at least ten each 8-16 swords, axes, etc for every one barely above normal UA weapon. UA has a bad wrap as being to easy. Might be a bug. God knows all the Thrown Weapon Mastery gloves i have gotten

MidMoPub> has to be! Question (finally): Love the new Debuffing spells, woops, Siefer took my question... umm, ok, STOP MESSING WITH MAGES!! I created a mage to take adavanage to its strengths. Now EVERY month some new nerf.

MidMoPub> Some months multi nerfs! Just once i would like to have a Great Skeleton cast Sword Inept 6 on me as i try and run by!! Please Turbine, enough already. Are you plaining any new nerfs for the mages to balance in PvP (which a majority of players will never

MidMoPub> Thats all, Thanks Turbine for a great game in Janurary, wish it wasnt getting worse ever month =( - Berry II, lvl 43 PvM ArchMage of MT

+MrQuazarr@Zone> Thanks for your comments.

rei@Turbine> I think the only question was whether we are planning any new nerfs for the mages to balance in PvP .... We are always working for the sake of balance. There's no specific plan at the moment except to continue to try to make the best decisions we can.

rei@Turbine> Done.

PaladinsOfFate> Hi guys! Love the game! Question from a friend:

PaladinsOfFate> With the introduction of hollow weapons, the use of robes with no AL is not a viable option for a mage any

PaladinsOfFate> longer. For those who based their character creation on those variables and have no real strength for heavy

PaladinsOfFate> armor, will there be robes with a base AL in future updates?

PaladinsOfFate> Gwen Normad -- Frostfell Archer (asking for her Mage friends)

rei@Turbine> There might be some robes like that, but don't expect robes to be as powerful an asset as they were before.

rei@Turbine> i.e., they may have certain limitations, etc.

rei@Turbine> No, no specific robes are planned at the moment.

rei@Turbine> Done.

__MOO__> Golly

__MOO__> i'm up!

__MOO__> Is there a future for the skill of thrown weapons?.. will you even consider working on progressing the skill like what has been done with sword (rapier) and mace & spear.. i'm leveling from 53-65 in order to get the skill just don't want it to be a bust

__MOO__> M0000oooooOOOOooo!! i want Pong Back along with Bessy the lvl 126 aurcoh cow that we can tip (This is a statement, not a question : )

__MOO__> Pana Taber Tayway Terra (TD) #1

__MOO__> o don't forget Kallikrates


Crowley@turbine> Yes, there are things being planned for thrown weapons.

Crowley@turbine> Historically thrown weapons has been difficult to improve because you can't enchant a stack of items.

Crowley@turbine> We are thinking up clever ways around this technological limitations. We have some clever plans. So clever you could put two pointy ears on them and call them weasels.

rei@Turbine> (or not ;)

Crowley@turbine> So soon (no rhymes, unfortunately, or specific dates) you should see some stuff that will make thrown weapons more fun and functional.

Crowley@turbine> Done

lagzilla1> Heya, guys! UAs crave your sweet luv!!! When will there be a quest cestus? (ga) *waves at Auren al'Mais & Azrakin* =) ! Oh, and give us a curtsey emote before I "go Atlan" on your weenie team. :D *bribes everyone with Twinkies to promote peace and luv*

lagzilla1> w00t!

rei@Turbine> <-- can't eat twinkies these days


Crowley@turbine> UAs have a lovely smoking katar. I think before we shower UA with more quest weapons, we need to address the questing needs of other weapon classes.

Crowley@turbine> Done

BYOB_SmackDaddy> Thanks for a game unrivaled in its class...Diablo 2 has an ending...AC will be a new game every month. I numbered things i would like to see changed and have only one question

BYOB_SmackDaddy> 1.) My question is about the greater skeletons/ bone lords ect. Im a 40th level archer with a bow skill of 260+i cant hit tusker guards for 90 hps non vulned

BYOB_SmackDaddy> and they are level 126+ but i cant hit a friggin skeleton for more than 10, unless i get a critical in which case i hit them for 120+ somethings not right there

BYOB_SmackDaddy> are you aware of this?

BYOB_SmackDaddy> 2.)Monsters that can cast imperil/vuln combos should be nerfed. i dont mind the war or creature spells being cast on me to damage/weaken me but this is ridiculous!! skeletons arent worth the loot or xp for the vitae i take.


rei@Turbine> (done?)

rei@Turbine> We've heard about the skeletons ... in the past we have upped loot and XP on occasion; that is a POSSIBLE solution for this situation. We will (and I know you have it when I say this) have to look into it.

rei@Turbine> Done

_Zorlin> Greetings all, love the game btw :)... my question concerns the widening gap between high level mobs (ie vapor golem is a good ex) and player skills.

rei@Turbine> Is that the question, or is there more?

_Zorlin> an example on my server (td)... read that tim the enchanter, a level 86 swordmens wasn't able to even scratch a vapor with 400+ sword skill

_Zorlin> I'm sure to raise his skill would cost tens of million of exp a pt

_Zorlin> why not create high level mobs with slightly lower defense but with lots of hp (ie.. 5000+ hits)

_Zorlin> something it takes a group to kill.. give them increase healing rate so they cannot be solo'd

_Zorlin> but also reward the group with a good amt of exp.. something in a decent ratio


Crowley@turbine> People asked for difficult monsters. They got them.

_Zorlin> true... but I know I will never have 400+ buffed life/war skill. being a non-spec'd mage

Crowley@turbine> It gives you something to build up to. There's no thrill in killing easy monsters. We're trying to challenge our players.

Crowley@turbine> Done

brettkushner> I feel bad...all these people yelling at you! I disagree with all of em...play balance=BLAH...it's your game! it's your world! yes...you wanna make people happy! but life isn't always fair...anyway:

brettkushner> My Q...which I thought up 10 min. ago is: What is the most spectacular and advanced thing you can do? Give us an example of something that will make us shiver at the thought of...*shrug* it was all I could come up with...the game is just too good :) DoNe


rei@Turbine> In the game as it is, I assume....

brettkushner> yeah

Crowley@turbine> We could make it rain cows...

Crowley@turbine> Rainbow cows...

rei@Turbine> Or Olthoi queens?

Crowley@turbine> from our whiteboard: TM+(blue) cow = event

Crowley@turbine> Done

Shewanna> Some enigmatic dev dropped a hint about a mage wand quest? Does such a thing exist? Is it just as difficult as the portal spells quest?

Shewanna> If not, some multi-part customizable wand quest would be really cool! - some hints would be even better :-) Done.


rei@Turbine> (On previous question) Very seriously, I think the most spectacular thing we've seen or can do is to give the players a world to live, grow, and play in together.... May sound cheesy, but that's what I think.

Crowley@turbine> There is a wand quest in the game now.

Crowley@turbine> It's a toughie.

Crowley@turbine> No hints, though, sorry.

Crowley@turbine> Done

alecmuzzy> First off, I love the way that the new hollow weapons quest works. There is absolutely no camping! As a result, a lot more people are able to do this quest and enjoy it. You did your homework and came up with an A+! I hope you do more quests this way.

alecmuzzy> Now for my question...

alecmuzzy> Why are there so many changes made to the game to balance PVP (removal of Mattekar Robe, Nerfing of Shadow armor) when less than 10% of the customers play PVP? It seems a little unfair to us PVM players who just feel nerfed as a result.

Crowley@turbine> There were *two* changes in July directed at PvP: wand animation slowdown and the hollow weapons.

Crowley@turbine> The Hoary Mattekar robes were never intended to be available for more than that one month.

Crowley@turbine> The shadow armor change was not because of PvP considerations, though those were part of the equation.

Crowley@turbine> As for numbers... It's more than 10%. PvP is not a majority, but they are definitely a significant minority.

Crowley@turbine> And while we do not think primarily in terms of PvP, we do have to consider them also.

Crowley@turbine> Done

Evil_Elvis_> hmmm... sec plz.

Evil_Elvis_> Well, mages still rule all when it comes to damage, and continue to get stronger as they level. Melee now is the second best class, being cheap, doing good damage, and having that nice shield. Archery, however overpowered it is in the early levels, comp

Evil_Elvis_> completely caps off damage-wise at lev 45 or so.

Evil_Elvis_> Considering the new monsters super-high melee skills, complete debuffs, and crazy high missle defense, it seems you've forsaken archery to be the woste class. You have to have fletching or a fletching mule, and then waste alot of time, just to do max dam

Evil_Elvis_> damage. Evading the new monsters is NOT an option, seeing as after we're debuffed, we're one hit kills (and you'd have to be level 90+ to evade these things well at all). What do you have planned to make archery a viable class again?

Evil_Elvis_> Evil Elvis owz j0o?

Evil_Elvis_> rei@Turbine> We don't have anything currently planned for archery, though yes "we are always balancing things and looking at these issues" -- and frankly, we think archery is a viable class.

rei@Turbine> Done.

_PePsI_1> Ok, if 2 people in the same house have 1 AC disc can they put it on both computers =) GA BABY! and are there any new armors quests?

rei@Turbine> Next question?

rei@Turbine> (hey:)

_PePsI_1> hi rei

_PePsI_1> Finally get to meet ya!


rei@Turbine> *grins*

rei@Turbine> Looks like Ken's got this one.

+MrQuazarr@Zone> You may put it on two machines, however, you will only be able to have one account for each copy of Asheron's Call you own. If you want to seperate accounts, you will need to purchase two copies of Asheron's Call.

+MrQuazarr@Zone> DONe

Gooopsta> Whatever happened to pong (@logopolis)? I miss that almost as much as I miss not having any invuln jewelry *wink wink* ;)

Gooopsta> done


+MrQuazarr@Zone> While we all enjoy a great game of pong.. it was removed for legal consideration. Sorry ;-(

Sentinell> A large part of this game has been based either on or around allegiances. When will we see more contect directed towards them in the form of allegiance wars,quests etc

rei@Turbine> We have some ideas we'd like to see implemented for allegiances.

rei@Turbine> Right now our New Tech Queue is full-up, but actually allegiances are very high up on the priority list.

rei@Turbine> And we definitely know you want some easier means of communicating within an allegiance.

rei@Turbine> Allegiance Wars remain probably the most difficult, as any time you have a lot of people fighting a lot of people, you get a TREMENDOUS server impact.

rei@Turbine> (In case anyone remembers how April went)

rei@Turbine> But anyway, that's what the status is: high priority, but without a definite date we can give you.

rei@Turbine> Done.

Kain_Mendax> <--- Jordan Manx, Monarch of The Empyrean Legacy based on Solclaim. :) For more info, check out http://www.the-legacy.cc in about two weeks. ;) I have some comments before my question.

Kain_Mendax> Hey guys. Love the game. Simply mah-velous. Not gonna whine or cry about any changes you've made, or complain about "nerfing" such and such.

Kain_Mendax> Anyone who whines and tells you that you MUST change the game to suit their needs needs an attitude adjustment. :) And anyone who says you only love archers must have never played one. We're quite balanced, thank you.

Kain_Mendax> Mages are the best tanks in the game. I can't tank anything that a buffed mage can and they don't even have melee defense (normally), and I do. So quit whining. :)

Kain_Mendax> Just one little suggestion, and I want to know if you could look at it. I'm an archer with fletching. I have 500 arrowheads and 500 shafts.

Kain_Mendax> I fletch me some arrows. I find out that the fletched arrows are HEAVIER than the heads and shafts when they're separate, and pre-fletch.

Kain_Mendax> Uh, this doesn't really add up to me. When can I expect a possible fix to that? If there won't be, I'll deal by raising strength. :) Thanks for Solclaim! It rocks! GA


rei@Turbine> Originally encumbrance was a reflection of not just mass, but how bulky/difficult to carry something is.

rei@Turbine> i.e., something light but oddly shaped would cost more in terms of load.

rei@Turbine> Finally, consider that this is a BONUS to fletchers.

rei@Turbine> You get to carry around relatively more in the way of raw materials.

rei@Turbine> Done.

JackTam_Z> I like the raining cow idea and olthoi queens, we could use another olthoi invasion! Now for my question :) Oh and raining food products would be nice too I get hungry at times

JackTam_Z> When will staffmasters get a quest like Hamud's etc? We seem to be a neglected class, anything planned for the future, because we really need some loving! Perhaps bumping up variances or more damage types. And for any women who want to call me up 555-700


rei@Turbine> (there's a missing digit in that phone number)

+MrQuazarr@Zone> LOL.. Sorry Eri.

rei@Turbine> (Hey, don't look at ME)

Crowley@turbine> If we put in a staff quest, I doubt anyone would use that staff instead of the Atlan staff.

rei@Turbine> (I've got more'n enough)

Crowley@turbine> However.

Crowley@turbine> I'd like there for be at least one quest item for each weapon class.

Crowley@turbine> Mace got a quest this month, hopefully in the future, schedule permitting, I/we will be able to put in quests for the other melee weapons.

Crowley@turbine> I can't promise any kind of time frame, though.

Crowley@turbine> Done

x_bLaZe_x> HI, most of the things I have to say are just suggestions :)

x_bLaZe_x> Only 3 things to mention, first MIDDLE MAN NPC!!!!(for trades), < second- a new sword, maybe a huge sword bigger than overlord sword(hey it looks cool :), AND a bludgeon sword...pllleeeazzzz< third-can u make some new staff art?

x_bLaZe_x> all staffs are just the same stick but dif colors :( < --o yeah great job on the game!!! (o yeah thanks for the hollow weaps.....mages are wussies now....... all done

x_bLaZe_x> o yeah - a rant to some peeps on harvestgain, stop being a wussie cause somebody 7+ levels lower than ur 40 something level monarch got a quest loot/kill.......haha

x_bLaZe_x> and why the "heck" is everyone messaging me with questions for u ...grrrrrr

x_bLaZe_x> ok getting some more something about 50 variance?

x_bLaZe_x> ehh i'll stop.....


x_bLaZe_x> done

rei@Turbine> (trying to find a question ;)

rei@Turbine> (hold on)

rei@Turbine> Uhhhh, lots of that sound cool, though we'd rather go with a Secure Trade UI than a middle man NPC, and as for staff art....

rei@Turbine> Yes, we can do new staff art, though it depends on what new staff material is going in, and eventually we're likely to put in new staff quests.

Crowley@turbine> Sarky comment: a bludgeoning sword is a baseball bat.

Crowley@turbine> (done)

rei@Turbine> Done.

LuckyCerridwen> This Question is for Nei (::shakes him to wake him up::) Hello, I am Trinidy of Frostfell. Ive waited 6 hours (and countless weeks) to ask this long question.

LuckyCerridwen> I have noticed since the two most recent updates that 1) Mages (life and war mages in particular) are getting far less exp as opposed to there warrior type counterparts. I’m not speaking of draining through walls - life mages- , I’m referring to life mage

LuckyCerridwen> who go toe to toe with Gigas. And get bunkus for exp And 2) Sword users seem to be doing significantly more damage these days. I am a lvl 34 axe user and I have the quest item Crimson Silifi

LuckyCerridwen> with BD VI, Coord VI and Def VI activated. And sword users 5 to 10 levels lower then me with significantly lower stats are getting these kills over me. Is there an explaination

LuckyCerridwen> explaination for either of these occurances? I am at the point where I HATE sword users and refuse them as Vassals and even Friends. Will something be done about this in the near future Something that rhymes with bust?


Crowley@turbine> We haven't done anything to life mages' XP, aside from the "drain behind the wall" code from some time ago.

Crowley@turbine> As for swords... Sword mechanics haven't been touched since they got the variance bonus months ago.

Crowley@turbine> I hate to call this observer error, but there certainly haven't been any changes in the data that would account for this.

Crowley@turbine> So no need to discriminate against sword users. You might want them in your allegiance if they're kicking butt.

Crowley@turbine> Done.

rei@Turbine> (It also depends on what monster you're fighting, obviously.)

rei@Turbine> (done)

rei@Turbine> ?

+MrQuazarr@Zone> vegetto?

+MrQuazarr@Zone> Ok, going down the queue.

+MrQuazarr@Zone> Wizzy?

rei@Turbine> We've stunned them into silence.

+MrQuazarr@Zone> middle of the line fell asleep I guess.

+MrQuazarr@Zone> Brando...

Brando__187> Ok first off, thanks for the hollow weapons. Finally us mages have a challange PK, was getting boring fast, oh and heres a small Suggestion, maybe make flettching / Alchemy be able to enchant Throwing weapons...

Brando__187> Question: Can you make a tusker that casts spells? *cackle*

Brando__187> all done

Crowley@turbine> We could. Don't think it's not a tempting idea. There are in-game reasons (backstory and such) that Tuskers should be nonmagical.

Crowley@turbine> Some month, if we're feeling puckish, there could be spell-lobbing Tuskers. But don't count on it.

Crowley@turbine> Done

andy_beardsley> Are there Plans to fix the Collier Mines Quest? The key you get from the banderling up top

andy_beardsley> says collier Mine on it, yet does not work on anything in the dungeon,

andy_beardsley> and the High chest next to the Baron is 700 Difficulty and there is no key?

andy_beardsley> done


rei@Turbine> There are plans in the work for the Colier Mines....

rei@Turbine> err, in the works

rei@Turbine> Can't give you a specific ETA, but hopefully you'll see your concerns addressed.

rei@Turbine> Done.

Defariak> first my comment! yall have made robes useless ! wtf thats BS! and yall talk about balance,... RIIIIGHT! right when melees were balancing out to mages, yall pull this BS! im tired of yall #^@#^@ mages over!

Defariak> my question, is why do yall keep screwing over people by removing stuff w/out notice, thats BS! yall have ^#@$*&! alota people over by doin that in this update this is bs! <GA!

Defariak> btw add a staff quest

+MrQuazarr@Zone> Defariak, please remember that the Code of Conduct is in effect here.

+MrQuazarr@Zone> Next question.

Reprisal_X> Hello all

Reprisal_X> Recently, there has been a revelation on many of the message boards that people have been exploiting a duping bug to duplicate large numbers of items utilizing a bug when the servers are reset. Apparently, the bug was thankfully only used by a small

Reprisal_X> group (some whom have apparently even sold duped items on E-bay making a RL profit) and although it appears it is harder to do now it is still exploitable. Question: Are you aware of this situation? If so, what have you/are you going to do to deal with

Reprisal_X> it?

Reprisal_X> Apparently one guy sold enough duped stuff on E-bay to buy a used car.

Reprisal_X> Finished.


rei@Turbine> We are aware of the situation....

rei@Turbine> Basically there were some problems a little while back that made this easier to do; hopefully it should be much harder now.

rei@Turbine> If you continue to see major problems please do point it out. Thanks!

rei@Turbine> Done.

corbitt12> do you guys keep track of the highest level people? and if so, what is the highest level person currently on all the servers? and, i still feel like melee warriors are being striped of their potential. will that change soon? and ty for the sturdy iron key

+MrQuazarr@Zone> Top players in each world is something we track. Until recently, we really didnt have an effective way of report that though. We are working on some things for the web page that will report those type of statics. Keep your eyes out for it!

+MrQuazarr@Zone> DONE

Horde_Nest_Lag> The olthoi horde nest was laggy before, they slowed the spawn rate down and yet the lag still continues. Did you ever take into consideration that the lag is cause from the Olthoi's extremely large sense of awareness? I have them come from up to 3 times

Horde_Nest_Lag> the compass distance to attack me. You should try and cut this way down and see if that helps with the lag. Also move the spawn rate back to where it was at. Why does it take so long to solve these kind of problems? Lag has become very bad and should not

Horde_Nest_Lag> be tolerated. WazZzZup DT!

rei@Turbine> If the problem is with DT dungeons in particular, there were some particular DT server problems recently.

rei@Turbine> If it's in general, I believe (and I could be misremembering?) it wasn't just the Olthoi dungeons... but I'll have to check.

rei@Turbine> We're looking at lag issues AND the respawn in the dungeon issue as well.

rei@Turbine> Done.

ShadowSkylark> I Know You Probably Wont Give Me A Straight Answer But: Do You Have Any Plans Of Bringing GSA Back? <PS: If You Do Bring It Back Please Dont Leave It That Horrid, Ugly, Geeky Stuff. (Not A Question) GA -The Lark-

Crowley@turbine> Shadow armor is coming back in a different, improved form. We would not have removed the old armor pipeline without plans for a suitable replacement.

Crowley@turbine> Will the new stuff be as powerful as pre-July armor? Apples and oranges, I can't really say.

Crowley@turbine> Keep tuned for our shadow armor improvements.

Crowley@turbine> And it'll look different too.

Crowley@turbine> Done

rei@Turbine> Next question?

johnmers2> My Guess: You can't fool me, I know this is a SciFi game in disguise :) ...

johnmers2> My Suggestion: Make alchemy easier by allowing spell comps in the numbered shortcut bar, and please autostack items...

johnmers2> My Question: does the char you play, have ANYTHING to do with what a creature drops EVER? If so can you cite examples...

johnmers2> Bo True gives Special appreciation to: Sanjo, Wekar, Ogawa, Mao, Huie, Zenrith, Hakim My WONDERFUL patron Eowlyn and the Dcengrites - GA

rei@Turbine> The character you play does not have anything to do with what the creature drops.

rei@Turbine> I think that about covers your question?

rei@Turbine> Done.

rei@Turbine> Hi, question?

tjmax> this is kinda long

tjmax> I am a level 76 archer (TD), First, Sorry but, you're mad if you think archery is a viable after 50, vs most new monsters with out a shield your just road pizza, tickling the monsters and

tjmax> running away or being killed in one or two shots.

tjmax> playing aspect somewhat.

rei@Turbine> (Is this in the Dires or where?)

tjmax> Are you intending to increase the players abilities to become more powerfull (stats, spells weapons and armor) and ballance it out PvM so they can attempt to play the new area's with out loosing all the best equipment they have gathered for the past 9 m

tjmax> months or possably introducing area's that are actually playable for high level players? a suggestion...

tjmax> Maby have a @body command to retreave you body taking another 15% vitea if you cant find or get back to it. People HATE loosing 9 months worth of gear hunting in a single swipe and would much rather take the penalty, even 40%

tjmax> done


rei@Turbine> Are we intending to increase the players abilities....

rei@Turbine> If necessary.

rei@Turbine> Balance is ongoing... I've long been interested in tuning higher level play.

rei@Turbine> However, it must be done very carefully.

rei@Turbine> A level 30 player can get one-shot killed by a level 100 monster....

rei@Turbine> A level 70+ player can also get one-shot killed by something equivalently tough.

rei@Turbine> Again, extending higher level gameplay is something we're interested in doing, but it will require some serious analysis first.

rei@Turbine> Done.

Qmann> Hi, a suggestion first, can u pls post some more "technincal" info about the working of the game, like the explanation u did about the XP reducing code, examples would be to explain how the spell economy works, or why do we still take damage during lag

Qmann> without doing any damage... My question is why did u reduce the spawn rate in the Horde Nest? it is unbearable now! u should rename it the "abandoned" nest. If it was because of lag, then at least make it something in between!

Qmann> BTw I kinda like it that u nerfed the GSA because evryone was starting to look alike! Done.

Crowley@turbine> People don't seem to believe it when we tell them this, but the BSD and the Horde Nest were causing problems with the servers.

Crowley@turbine> Not just in-dungeon lag, but they were actually causing a strain on the entire server farm.

Crowley@turbine> The lag wasn't the only reason involved in the reduction of spawn rates, but it was the strongest reason.

Crowley@turbine> We're trying to figure out ways to bring back the experience of being cornered by a dozen angry Tuskers, but there are technical issues we have to dance around.

Crowley@turbine> So we'll probably keep tweaking the Horde Nest and the BSD. Hopefully we can find a happy compromise between play experience and server load.

Crowley@turbine> Done.

+MrQuazarr@Zone> And our last question for the eveing will be feebz.

feebz> i am not a disgruntled mage :) of course, i'm only lvl 25, but i'm an aluvian 4-schooler that just went on the impious quest, and loved it.. Don't want to spoil it, but Harlune's quote, "Fix Your Useless..." had me LMAO... ok here goes:

feebz> quick question: how hard would it be to integrate CAPES into the game? This game is FAR FAR better than UO, but i liked the cape wardrobe element of that game at least.. Shoutz to The Silence, Bane, Moto Monarchy- you are NOT a unique snowflake! GA

feebz> weal question hehe

feebz> weak


rei@Turbine> Capes are difficult.

rei@Turbine> Unfortunately.

feebz> tell us about next months event then!! hehe j.k

rei@Turbine> Trust me we all wanted ones for ourselves :)

rei@Turbine> Can't tell you about next month's event, but we will be trying to address some long-standing concerns (then again, we always try to do that).

rei@Turbine> (Hmm, sorry it's vague; it can't be helped)

rei@Turbine> Done.

rei@Turbine> Thanks everyone for your questions and suggestions!

+MrQuazarr@Zone> Great. I want to thank everyone for coming out this evening, and thank Turbine for another great Dev Chat!

+MrQuazarr@Zone> We will see you all next week.

Crowley@turbine> Props to the IRC gang and to that ugly Evil Llama

rei@Turbine> We appreciate your time, and while we can't answer everything the way you want us to, we try our best.

rei@Turbine> Good night all.

Dave@turbine> night all

nei@turbine> Power to the vagabonds! Good night.

Crowley@turbine> And Shollos sucks

Crowley@turbine> Night all

 


 
Contents

Event Teaser
Roll-Out Article
Build Notes
The Spin From Turbine
Stormy on Aerlinthe
Annals of Dereth
Dev Chat
Town Crier Rumors
Patch Page

 

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