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Aluvians
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Ispar History
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January
Teaser
From
the
AC Insider
The cold black walls were home. There was no
other explanation for the warmth that spread through him. Since Kaedrix had
made him aware that the Virindi were leaving the home of his Lord, the
Mirror had wanted to see the halls, the halls of Bael'Zharon, the Hopeslayer,
the most fearsome entity that this world had ever known. His Lord.
A thin black smile stretched across his
shadowy face, and his children began leaving him. They pulled themselves
from his body and swarmed along the walls, into the shadows and along the
floor. The children giggled and danced and played, as all good children
should. Finally, he was home.
The Virindi had not been to this depth. They
had not violated the sanctity of the deepest temple. Here he had stood so
long ago with his Lord and the other chosen, performing rites to call the
black breath to scourge the world and bring about the destruction of it all.
The children suddenly stopped dancing and
giggling. Playtime was done; now the air grew colder as the Mirror's eyes
blazed and spilled red across the ebon floor. The thin smile turned to a
dark scowl and the crown atop his head spilled shadowy fumes about him. The
children gathered into a circle on the floor, sitting in silence—no, not
silence, reverence. The Mirror made his way to an altar set into the wall. A
basin filled with bubbling black blood was set within the stone and lit from
above by some spectral form of crimson light. Here was the place it would
begin again.
The children waited expectantly. The Mirror
dipped a shadowy hand into the blood and lifted it to his lips. As he drank,
strength flowed through him once more. Power flooded into his arms and his
eyes burned brighter, flooding the cavern with radiant light he looked up to
the ceiling…there, gathered and huddled in the darkness, were thousands of
sleeping forms. The Mirror turned his attention to the children who waited,
so patiently, such good children. They deserved a reward. They deserved a
story.
"Such precious children, obedient and silent.
You have earned a story, children. But this story is unlike any other I have
told you, for you shall live it." His hand dipped into the blood again, but
this time his fingers extended, etching symbols onto the wall behind the
altar. "It begins before the coming of our new Lord, when the world was dark
with rain and the Black Breath reached to cleanse the Lightbringer's blight.
It was then that our Lord, our First Lord, asked me of children.
"Such a painful wound on the mind, heart and
soul of our Lord, as his own son had been taken from him. But still he spoke
to me of children, asking how to teach them and speak to them as I had done.
How to love children as I did, and how to mold them in his own image." The
Mirror drew the face of his master in the blood and then a smaller form
beside him. The images took on a ghostly white sheen and began to move about
one another. "My master could not have the children he wanted, so I made
children from him and for him." The images danced and combined, then parted,
splitting into several small winged outlines. The Mirror smiled. "Now it is
time for Ler Rhan to revisit his master's children and wake them from their
slumber. Would you children like to help?"
The small shadow forms nodded their heads in
unison and Ler Rhan, the Mirror, smiled once again. Tendrils of darkness
began pouring from his mouth and from the top of his crown. A web-work
stretched over his children, reaching to the top of the giant cavern and
touching the motionless forms.
"Such good children. Take his blood, take the
blood of my master, and feed his children. We shall wake them and then we
shall take what is ours."
The children clamored one by one, by the
tens, the hundreds, then by the thousands to carry the black blood through
the webs to the cavern's ceiling. There, they dripped the viscous liquid
into sleeping mouths and fled to the safety of the floor below. Ler Rhan
cast his red gaze toward the ceiling and marveled as the forms started
moving.
"Good children, good." The tendrils retreated
into his form and the children began clapping, leaping, dancing and playing
again. The first Margul descended and landed before Ler Rhan. He bowed his
head to the little creature and it spoke.
"Where is father?" It tilted its head to the
side. "We awake and do not feel his call."
"Father is…resting." Ler Rhan responded and
the children hushed. The little creature looked to the ceiling and his
brethren. It looked back to Ler Rhan.
"We remember you. You are the Creator. You
are the teacher, and despoiler. We shall serve as father wishes." It bowed
low, pulling its wings about it as it did. Ler Rhan nodded.
"We have much to do." His shadowy children,
staring in awe, began crawling toward him, toward the little creature.
"These are my children. There are many others coming, children of the new
master. They will arrive soon and then we take the land above and claim it
once again."
The little creature bowed its head again. It
let out a call and above Ler Rhan thousands of wings began flapping and
cries echoed through the cavernous halls.
Lord Aerbax, the children of the Hopeslayer
are wakened.
Excellent. Continue with your efforts and
rend the land asunder, drive out those who cling to the ideals of the
Quiddity, and loose my children on the world. Take back the home of your
former master. Let me rest, the transformation is far from complete.
As you wish, Lord Aerbax.
"Go!" Ler Rhan commanded.
Through twisting tunnels and marred
underworld, through darkness and dampness they flew. To the surface,
spreading like plague. Seeking a singular prey with efficient cruelty unseen
to this world in millennia. Claw, tooth, spell and breath ripped and
shredded the remaining forces of the Quiddity. They delved into strongholds
built over long silenced geysers and tunnels of flame. As the purge neared
its end, Ler Rhan gathered his children close and brought them all back
within his body, one by one.
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Roll Out Article
From
the
AC Insider
Ayan Baqur saw it first: a black pillar
billowing far to the southwest. It rose into the sky and threatened to block
out the sun. The black pillar cleared and the ground shook as a wave
approached the shore of the direlands. Water rose as the wave crashed just
below the edge of the city and dragged the creatures on the western coast
into the sea.
When the waves ceased to crash they saw them:
teeth that rose toward the sky. The mountains of the island in the southwest
had risen to be like knives. The island was changed and only the heartiest
and most adventurous would dare travel there now.
While this transpired in the west, High Queen
Elysa approved the work of the council in enhancing the methods of
communications within monarchies. The work of months came to fruition as all
sworn to her could speak amongst themselves at last.
The Sho town of Shoushi saw the first of her
improvements as a lifestone was anchored in the center of the town. Asheron
and Nuhmudira remained apart from the endeavor. The work instead fell to
Shoyanen Kenchu, Master of the Right Hand, who also completed the task of
reworking the portal space beacon. The town saw an increased interest from
the bestial inhabitants of Dereth, their curiosity piqued by the attention
the town received.
The Ongoing Saga
The High Queen continues her work with the
same intensity that she has shown since awakening from her coma. As the
newly restructured High Council sits down to business, the eruption of
darkness in the southwest reminds all that Dereth still has many dangers.
Now let’s take a look at some of the changes
coming in this month’s event.
Content Revisions
As we’ve hinted all month, the Singularity
Caul and many of the quests associated with it have been revised. Hopefully
you took our warning to heart and didn’t leave any characters logged off on
the Caul, otherwise they may be in for a nasty fall, followed by an
encounter with some of its new inhabitants.
In addition, we’ve revised much of the
content around the starter town of Shoushi, rebalancing and tweaking where
we felt it was necessary. Over time, we plan on retouching all of the older
towns in this manner, as well as making other changes and improvements to
make them more fun and valuable to spend time in.
Fellowship XP
In the December event, we made a change to
the location of the Marketplace to prevent players from gaining fellowship
XP while trading or idling there. In the December Rollout Article, we said,
“We intend to fix the code that allows fellowship XP to be shared between
players who are not in the same dungeon.” This month, we’ve made good on
that intention.
As of this event, you will no longer receive
fellowship XP from fellowship members:
- If they are indoors while you are
outdoors, or vice-versa.
- If you are both indoors but in different
landblocks.
“Indoors” means inside a dungeon, or inside a
building or cave on the surface. As almost all dungeons are in different
landblocks, this means that you can no longer gain fellowship XP if you are
in a different dungeon than the rest of your fellowship.
In addition, we have decreased the maximum
distance between fellowship members at which you can share fellowship XP. In
the past, you could be about 8 map units away from each other and still
receive full fellowship XP. (8 map units is the distance between 0.0N, 0.0W,
and 8.0N, 0.0W.) After that, the amount that you receive would decrease
slowly. For example, you could be about 48 map units away—approximately the
distance between Lytelthorpe and Al-Jalima—and still receive 50% of
fellowship XP.
Starting with this event, you must be within
a little less than 2.5 map units to receive 100% of fellowship XP. After
that it will drop off quickly—when you are more than 5 map units away from
your fellows, your fellowship XP will be at 0%.
These changes are intended to reinforce the
design of fellowships as groups of allied players, working together either
in hunting or questing.
PK/L Radar Blips
We listened to the negative feedback that we
received regarding the PK/L radar blip changes that were made in the
November 2003 event. To improve the ability to correctly identify friend
from foe, as well as determine the number of possible opponents, we’re
making the following tweaks:
- Threat blips—the X’s—have been made
smaller so that they no longer overlap in confusing ways. They are now the
same size as the standard blips.
- Allegiance threat blips—the X’s on top of
squares—have been removed as they did not have the intended effect.
Allegiance members are squares, no matter what their PK/L status may be.
Max Mana Spells
There are several spells in the game that
either increase or decrease a player’s maximum mana. Many of these spells
did not stack properly. This has now been fixed. Spells that increase or
decrease your maximum mana should now stack based on the amount of their
effect.
Here’s an example of how things should work
now: If you have two spells cast on you, one which increases your maximum
mana by 50 and one which decreases your maximum mana by 20, your total
increase should be 30. If you then had another spell cast on you that
increased your maximum mana by 80, it would override the increase of 50, and
you would have a total increase of 60.
Dev
Notes
From
the
AC Insider
New Functionality and Content
- Allegiance chat! See the Letter to the
Players for details. Please note that the old allegiance broadcasts can
still be done with the /allegiance command, just type, "/allegiance,
<text>." Don't forget the comma!
- The Singularity Caul has been revised.
Please see the
Rollout Article for details.
- Shoushi and its surrounding content have
seen some revisions. Please see the
Rollout Article for details.
- Fellowship XP across distances, and
between dungeons, has been adjusted. Please see the
Rollout Article for details.
Miscellaneous Improvements and Changes
- Radar blips for PK and PKL players have
been changed. Please see the
Rollout Article for details.
- The color of direct tells has been
adjusted. Tells that you receive are still bright yellow, but tells that
you send are now a dull yellow.
- The spells that increase or decrease
your maximum mana now stack in a more logical manner. Please see the
Rollout Article for details.
- Signs in town can now be read simply by
examining them—no more need to double-click them.
- Some NPCs in towns, particularly those
tied to starter quests or the Explorer quests, no longer collect monster
trophies.
- The body parts for guises and masks have
stopped dropping from creatures. Look for their return next Festival
season!
- The appearance of the sleek dress has
been improved, particularly when dyed.
- Poison is now house-hookable.
- The translated Missives to the World
Shaper are no longer droppable or giveable.
- The trees on Aerlinthe have been
decreased in number to improve graphics performance.
- Belt pouches and baskets can now be
purchased in multiple colors.
- Baskets, belt pouches, and sacks now
have the same value and burden as backpacks. Regular and small Tusker
backpacks now have the same value and burden as the large Tusker
backpack.
- The new leather boots can now be
tinkered and dyed properly.
- The new leather gauntlets can now be
dyed winter blue.
- You will no longer see house guest or
storage messages from characters that you have squelched.
Minor Details
- The Tusker Obliterator and Olthoi
Sentinel have been changed for balance.
- Valley of Death creatures should no
longer spawn in the extreme Direlands.
- The Olthoi Abdomen Fragment should drop
more reliably, and three of them should drop instead of just one.
- The icon for Moderate Item Enchantment
is now correct.
- Last month's new housing tables should
properly fall to the ground when dropped.
- The Electric Weeping Axe now has the
correct name.
- The higher level of the two Koji's Beast
masks is now called Koji's Fiend, and the crafter who makes them no
longer refers to "Kojii".
January
2004
Letter to the Players
From
the
AC Insider
Welcome to the first Letter to the Players of
2004! This will be a very exciting and challenging year for Asheron's
Call. Hopefully by now you've seen the announcement that Turbine is
purchasing the Asheron's Call franchise from Microsoft. If you've
missed that somehow, just check out the announcements on Turbine's
Asheron's Call
website.
One thing that you'll be seeing more of in
the next few months is information from us. In addition to updates regarding
the transition of services from Microsoft to Turbine, we'll have more
information from the Live Team regarding where the game is and where it's
going. Some of these articles will be questions that we ask you, the fans,
similar to our PK Lite request for feedback. Other articles won't focus as
much on questions, but will be more like informal essays about our plans and
goals for various game mechanics and content. We look forward to sharing our
ideas with you, and we know we'll get a lot of great feedback either way.
Things have been equally as busy in Dereth.
To the surprise of many, High Queen Elysa Strathelar awoke from her coma
with a new drive and determination. The High Council has been restructured,
and Nuhmudira is no longer a member.
Many have sought the identity of the High
Queen's would-be assassin and have been well-rewarded for their efforts.
Meanwhile, the Undead fight the Olthoi deep in the bowels of Dereth.
It is a new year both in our world and in
Dereth, and this new year brings many changes. We believe you'll be very
excited about them—we know we are!
Allegiance Chat
In the January event, we'll be introducing a
feature that many of you have been asking about for some time—server-wide
allegiance chat!
Our initial implementation of allegiance chat
is very straightforward—if I am in an allegiance, and I type @a Hi!
or /a Hi!, all the members of my allegiance will see
[Allegiance] Ibn says, "Hi!"
If you are in an allegiance, you will be
added into your allegiance chat channel as soon as you log in. If you aren't
in an allegiance, you'll be added as soon as you swear to a patron, or have
someone swear to you.
If you do not wish to see Allegiance chat,
type @filter –allegiance, just as you would for any other message type. When
you want to see it again, type @unfilter –allegiance. If you @squelch a
character, you will no longer see that character's speech in Allegiance
chat.
We plan to add a number of additional
features to Allegiance chat, as time permits. For example, currently there
is no way for a monarch to remove someone from the Allegiance chat channel
other than removing that character from the allegiance completely. We hope
to introduce that feature, as well as other options, shortly.
We're also very excited about other possible
uses for this technology. Zyrca, srand, and Gator – our server
engineer—worked very hard to make this possible, and it creates a number of
opportunities. You should see more information from us on this soon.
January Event Delayed
So, those are two bits of good news...here's
the bad news. You will have to wait a little longer than expected to get
these two new features, as well as the rest of the great content we have
planned for the January event. We are moving our event date back in order to
allow for the Asheron's Call 1 server datacenter move, currently
planned for January 20 through January 23. (Click
here for more information on the move.)
You might be thinking, "Why not just make the
January event live during the move downtime?" This is something that we did
consider. However, we want to make sure that the worlds are running normally
after the move before we make any changes to them. To that end, the January
event is now currently scheduled for Tuesday, January 27.
AC1 ACCMTY Forums
As per
this post, on February 1, we'll be moving official support from the
AC1 ACCMTY forums to the Turbine AC1 forums located
here. We
will not be doing any live team support on the ACCMTY forums after that.
Update your bookmarks!
The Singularity Caul
Recent events have hinted at some major changes in store for the Caul.
With that in mind, I bring you a warning:
DO NOT leave any characters logged
off ANYWHERE on the Caul when the worlds come down for the January
event! Not if you value their lives and death items, that is!
That's all for now. Remember, we still have a
long road ahead of us as the transition continues. We'll provide more
information whenever we can. Thanks for sticking with us. I hope you're as
excited as we are!
See you in Dereth!
-- Ibn
Subscription Fee and New World From
the
Turbine AC Site - January 12, 2004
To Our Players,
As of February 1, 2004, the monthly subscription rate for Asheron’s Call®
1 and Asheron’s Call®: Dark Majesty™, will increase from $9.95
per month to $12.95 per month. This price increase will be reflected on your
March subscription bill.
Turbine’s decision to raise the price is an essential, but difficult one.
Since its launch in 1999, the Asheron’s Call® monthly subscription
rate has remained unchanged. In fact, Asheron’s Call 1 is the last
major massively-multiplayer game in North America to charge $9.95 per month.
However, the costs of running a large-scale MMP have continued to rise. In
order for us to continue running and growing the service, we need to
recognize the reality to the times and likewise raise this subscription fee.
The price increase is a necessary step.
As a sign of our commitment to growing the community, we will be opening a
new Asheron’s Call 1® world in the Spring. The exact timing will be
announced at a later date, as we proceed with the transition of the service
to Turbine and have a better idea of just how soon we can make it happen.
Sincerely,
Jessica Mulligan
Executive Producer, Asheron’s Call®
Turbine Entertainment Software
Allegiance Experience
- January 12, 2004 From
the
Turbine AC Site
For some time now, bringing up the topic of allegiance
experience (XP) in an Asheron’s Call discussion forum has been an excellent
way of starting a flame war. There are those who have passionately
campaigned for a change to the system, and there are those who have just as
passionately defended it.
In this article, I’ll be explaining why the Live Team believes that the
system should be changed. I’ll also be explaining what changes we plan on
making as well as the expected impact of these changes on your characters
and the community.
I’m sure that one of your first questions is, Why now? Why make a change to
a key system of the game four years after release?
There are many reasons why we’ve decided to go forward with this change. The
most important is that we believe it is in the best interests of Asheron’s
Call in the long term. Asheron’s Call still has a long future ahead of it!
There are some who might say, “It’s too late for this change to make any
difference.” However if you look at it from another perspective, the last
four years have been just the beginning of AC’s lifespan.
We also believe that the recent creature rebalancing has removed a lot of
the tedious “level grinding” in the upper levels. Allegiance experience used
to provide a helping hand past these boring levels, but with more high level
quests, better high level creatures, and more opportunities to earn
appropriate experience rewards at high levels while actively playing the
game, allegiance experience is no longer quite so necessary for this
purpose.
In addition, as Jessica announced earlier this week we plan to open a new
world in the Spring. This creates a great opportunity for us to open this
world with the new system firmly in place.
Our plans call for this system to go live as part of the February event.
The Original Goals
When Asheron’s Call launched, there were three initial goals for the
allegiance system:
Create an incentive for high-level players to assist low-level players via
the patron-vassal relationship.
Provide a framework for a social game experience.
Add to the atmosphere and background of the game.
A system of allegiance experience, or “pass-up”, was designed to create
in-game incentives to help meet these goals. As vassals gained experience,
their patrons would also gain XP. The XP “passed up” was based on the amount
of experience gained by the vassal, and modified by a number of factors such
as the Loyalty of the vassal and the Leadership of the patron. The patron
would then pass a percentage of this XP up to his patron, and so on.
This provided an incentive for experienced players to assist new players.
The experienced players could provide the new players with equipment,
advice, and aid, and would gain experience as their vassals advanced. As
folks banded together under this system, they created allegiances and a
whole social dynamic.
Simple, right?
Problems with the System
As the AC player base matured, folks began to figure out exactly how to use
the allegiance XP system to get the maximum experience return. There were
several problems with the initial system.
Skill Issues
To a casual observer of this system, going by the in-game documentation, it
would appear that the best way for a vassal to increase pass-up to a patron
is to increase his or her Loyalty skill. Likewise, the best way for a patron
to increase pass-up from his or vassals is to train and put XP into
Leadership.
However, as many of you have learned, this is not necessarily the case.
There are a number of other factors that contribute to a character’s
effective Loyalty and Leadership. The effective Leadership and Loyalty skill
levels are the numbers that are actually used in allegiance experience
calculation.
For example, it is possible to increase your effective Loyalty by spending
more time in-game sworn to the same patron. Vassal-to-patron pass-up has no
effective cap, but patron-to-grandpatron pass-up caps with an effective
Loyalty of 175. If you’re sworn for 10 days to the same patron, the base
Loyalty required to maximize the pass-up from your vassal through you to
your patron is only 88. Take into account level 7 enchantments, and you can
see how there’s practically no need to spend XP on the skill, due to the
ease in reaching the cap.
Leadership is arguably worse off. In theory, you need to train Leadership
and spend XP on it in order to get maximum results. However, effective
Leadership is multiplied by two factors – how many vassals you have, and how
long they have been sworn to you, with the emphasis on the number of vassals
you have. The effect of Leadership on pass-up caps at around 165 effective
Leadership – 83 base Leadership before the modifier.
The end result of this is that if you have two active vassals and you can
get 10 mules sworn underneath you for an average of 5 in-game days, you
never need to raise your Leadership beyond 83. Again, take into account
level 7 enchantments and you can see why few people even bother training the
skill. It’s just too easy to reach the cap.
Clearly, these two skills should have value beyond what they have now.
And there is one other issue with the Loyalty and Leadership skills. As both
of these skills are based on the Self attribute, and since magic-using
characters tend to start with a higher Self and put more XP into increasing
it, magic-using characters tend to have higher Leadership and Loyalty than
other characters. When considered from the point of view of XP pass-up, the
entire system appears biased towards mages.
“Chain” XP
This is generally perceived to the biggest problem with the system. To put
it simply, the mathematics of the system means that multiple characters can
generate an extraordinary amount of XP very quickly by maximizing pass-up
and having all members of the allegiance sworn into a straight line from
monarch to lowest-level vassal.
As an example, imagine a chain of ten characters. A is sworn to B, B is
sworn to C, C is sworn to D, and so on up to J. All ten players have
optimized their characters for maximum pass-up, something that is not
particularly difficult to do, as I demonstrated previously.
In this situation, if A earns 1 million XP, B will receive around 440,000
XP. That’s not a whole lot, really. But then C will receive around 400,000
XP, D will receive around 390,000, and so on up the chain. After the initial
vassal-to-patron step, each additional step provides only slightly less XP
than the step before it. After a full nine steps, J is still receiving over
300,000 XP. With only ten characters involved, the allegiance system by
itself will create over 3 million XP in addition to the 1 million that A
earned! This only increases as you add more characters to the chain. A chain
of 30 characters can multiply that initial 1 million into an additional 6
million, just by existing! And, of course, these figures ignore the insane
accumulation of experience that can result when all 30 of those characters
are themselves actively earning XP.
This compounding of experience has a number of side-effects, the most
obvious being rapid advancement. This makes balancing the game more
difficult and can actually lead to boredom, as players level past content
that should have kept them busy for awhile. In addition, many of our players
see this rapid advancement as being unfair to those who do not use this
system. They feel as though they are trapped between a rock and a hard place
– they must either use this system or be “left behind”.
Side Effects
While many allegiances have chosen not to restructure to take best advantage
of the XP pass-up system, the lure is always present. Many allegiances have
lost valued members to the call of free and easy XP. Many (although
certainly not all) “Chain” allegiances are XP-producing machines with none
of the patron-to-vassal aid or other social structures of the allegiance as
it was envisioned by the original designers.
In addition, the impact on player morale has been noticeable. Many players
feel upset or cheated when they have worked hard to achieve a high level in
the game, and others reach that same level on the back of an XP chain.
Our Goals
We had three goals in mind when considering this system for revision:
Increase the value of the direct patron-vassal relationship.
Reduce the sheer amount of experience produced by XP chains.
Make experience spent on Leadership and Loyalty more valuable.
The primary strength of the allegiance system lies in the direct
patron-vassal relationship. While there is obviously also value in the
vassal-grandpatron relationship, and particularly in the relationship
between the monarch and all of the monarch’s followers, we believe that the
emphasis for experience pass-up should be the direct vassal-patron
relationship.
The New System
Leadership and Loyalty
The largest change that we are making to these skills is that they will no
longer inherit part of their skill levels from the level of your Self
attribute. In fact, these skills will no longer be based on any attribute at
all! The only way to raise these skills will be to invest experience into
each skill directly.
Effective Loyalty will still be modified by the time you have spent sworn to
your patron. Effective Leadership will still be modified by number of
vassals and average time that they have been sworn to you, but the emphasis
will be on the “time sworn” side and not on the “number of vassals” side. In
fact, the vassals required to achieve the maximum benefit will be decreased
from 12 to 4. This is to reduce the incentive to have non-playing vassals.
For both Loyalty and Leadership, the time sworn modifier will now be a
factor of both in-game time and real time. Existing patron-vassal
relationships will start with the same bonus that they are currently
receiving. For example, if you have been sworn to your patron for enough
time to receive 50% of the maximum benefit, you will still receive 50% of
the maximum benefit when the new system is implemented.
Most importantly, Leadership and Loyalty will no longer “cap”. That is, for
every point you raise Leadership or Loyalty skills by investing experience
into them, you will continue to see a benefit in terms of experience
pass-up.
XP Pass-up
This is where we are making the greatest changes. In a nutshell, these are
the new minimums and maximums:
Vassal-to-patron pass-up will have a minimum of 25% of earned XP, and a
maximum of 90% of earned XP. Under the old system, the minimum was about 9%
of earned XP, and the effective maximum was somewhere near 44% of earned XP.
Patron-to-grandpatron pass-up will have a minimum of 0% of XP passed-up by
the patron’s vassal, and a maximum of 10% of passed-up XP. Under the old
system, the minimum was about 30% and the maximum was about 94%.
You will see that while the pass-up for grandpatrons and higher will be
greatly decreased, the maximum pass-up for direct vassal-to-patron pass-up
will be increased. This reinforces the basic patron-vassal relationship
while reducing the amount of experience that is generated further up the
chain.
Let’s look at the example we had before, characters A through J, all
optimized for maximum pass-up. If character A earns 1 million XP, character
B will receive 900,000 XP. This is much higher than before! But character C
will only receive 90,000, and character D will only receive 9,000.
Characters H, I, and J will receive practically nothing. The new system will
create 1 million XP over ten levels of pass-up, unlike the existing system
which creates over 3 million.
The old system had only slightly diminishing returns as the chain increased.
The new system will have drastically diminishing returns beyond the
immediate patron of the character earning the XP.
Some of you will also want to know: Will we be removing previously gained
allegiance experience from existing characters? However, that is not an
option for us. The exact total amount of allegiance experience that a
character has received over their lifetime is not recorded by the system.
What Do These Changes Mean?
Direct Effects
- Patrons of active characters will
see much more pass-up from these characters.
- Patrons or monarchs with inactive
vassals, but active grand-vassals, will see much less pass-up from these
characters. Characters that are in XP chains will see the XP that they
receive from these chains decrease.
- Due to the changes in Leadership
and Loyalty, the numerical value of these skills will decrease. However
the new skill curves will take this into account. A patron who has put XP
into Leadership may have a lower value in the skill than before, but they
will be receiving as much or more XP from their direct vassals as before
because of the changes to the system.
Additional Expected Effects
- Those players who are most
concerned with optimizing their XP over time will probably try to
recruit 12 active vassals of the highest possible level. This will
create a great benefit for the patron character, with less benefit for
the patron’s patron and no experience benefit for the vassals. The chain
system, which benefited all members above the lowest vassal in the
chain, will become much less valuable.
- Monarchs of “traditional”
allegiances, particularly those in old allegiances in which their direct
vassals are no longer active, may see their received pass-up greatly
decrease. If they are concerned with pass-up XP, they may seek to
reorganize their monarchies.
- It will become easier to
“power-level” a secondary character by swearing your primary character
to him or her. However, it will be much harder to power-level three or
more characters with one primary character.
Additional Improvements
Visible Player Information
On one hand, you will no longer be able to view the Loyalty and
Leadership skills of a player by ID’ing him or her. On the other hand,
you will be able to see when the character was created, and in
particular whether the character was created before or after the new
allegiance XP system was implemented.
The first change should foster more social interaction when seeking new
vassals. No longer can you ID every player you see and immediately try
to recruit the one with the highest Loyalty!
We are implementing the second change because we understand than many
players are very competitive and enjoy comparing their accomplishments
against those of their peers. To this end, players will want to know if
a character was leveled to 126 in the “old days” when chain XP was
effective, or under the “new system”.
While we’d really love to be able to show you exactly how much
allegiance XP a character has received, we unfortunately can’t do that.
We felt that this was the next best thing.
Monarchy Improvements
We understand that many monarchs may see this as a “nerf”. Pass-up XP
was one of the tangible benefits of running an allegiance, along with
the ability to purchase a mansion and other smaller benefits.
We have plans to add a number of benefits to monarchs and monarchies in
the future. In the short term, you should be seeing limited allegiance
chat in the January event, as we stated in the Letter to the Players. We
also would like to implement a number of organizational tools for
monarchs, including the ability to permanently restrict a character or
an account from swearing into an allegiance.
Summary
The changes described in this article will enter the game in the
February event. These changes will reshape many allegiances along new
lines, with stronger direct patron-vassal bonds. Those players who want
to benefit most from allegiance pass-up will put XP into their
Leadership and Loyalty skills, and the benefit they see will be
commensurate with the experience they invest.
In the end, we believe that these changes will greatly benefit Asheron’s
Call. As I wrote at the beginning, we plan on sticking around for a
long, long time to come. We do expect to see a lot of heated feedback on
these changes, both from those who feel that we should not do this, and
those who feel we are not doing enough. During this time, we will do our
best to answer your questions about this new system.
Thanks for taking the time to read this, and we’ll see you in Dereth!
- Ibn
Allegiance Experience Follow-Up
- January 30, 2004 From
the
Turbine AC Site
After our article on
Allegiance
Experience changes, we received an enormous amount of feedback, which we
expected. In this article, we’d like to answer some of the most common
questions and complaints about the new system.
If you haven’t read the first article yet,
please read it before you read this one – otherwise most of this won’t make
much sense.
Date of Birth
The players who complained about how we
presented the reasoning for the Date of Birth feature are right: The message
was phrased badly and we should have realized it would be insulting to some
players. We certainly didn't mean to imply that players who used XP chains
in the past were cheaters; with the benefit of 20/20 hindsight, however, it
is pretty obvious how that phrasing can be taken. In truth, we have been
planning the DoB feature for a long time; this seemed like a propitious
moment to implement it, since we had time on the schedule and it seemed to
be important to the XP Chain issue, too. It looked like killing two birds
with one stone to us. We should have been more sensitive in how we presented
it, especially considering the polarizing nature of the issue.
So, to all of you: We apologize. We had no
intention of insulting or offending you, and we apologize for our choice of
wording in the article.
To be very clear: Those who may have
optimized allegiance pass-up through chains in the past are neither cheaters
nor exploiters. The system was what it was, and we bear no ill will towards
those who found ways to best advance their characters with it. We don't feel
that leaving the system in the game is in the best interests of the future
of AC, but our wish to change the system in no way reflects any feelings
towards those who used it.
Specifically regarding the date-of-birth
visibility, we have been listening to your feedback. Taking that into
account, we will be making the following changes:
- The display of your character's date of
birth will be on a toggleable option, defaulting to off. Your date of
birth will only be visible to other players if you choose to turn the
option on.
- Because of this added functionality, we
won't be able to introduce this feature in February as we had originally
planned. Instead, an optional date of birth display (plus optional
displays of other interesting character data, such as your age, chess
rank, number of deaths, and fishing skill) will be added in March.
This way those players who wish to display
this information have the option, and those players who do not wish to are
not forced to.
Again, we apologize for our choice of words
and any misunderstanding that this has caused.
Powerleveling Characters
A number of players came to us with concerns
that, under the new system with optimized pass-up, it would be considerably
easier to quickly get a character to high levels.
There are two responses to this concern. The
first is that yes, it will be easier to get one character to high levels.
However rapidly advancing dozens if not hundreds of characters
simultaneously will be much more difficult. The old system created huge
amounts of XP for almost all participants – under the new system, only
direct patrons receive the largest benefit. We are not specifically trying
to remove the ability to powerlevel characters through the allegiance
system, but we are removing a system that provided, in our opinion, too much
free experience to almost all participants.
The second thing to keep in mind is that
achieving optimum pass-up is not trivial. To reach the maximum direct
pass-up of 90% of earned XP, the following must all be true:
- The vassal has capped his or her Loyalty.
- The patron has capped his or her
Leadership.
- The time that this vassal has spent sworn
to the patron, both in terms of in-game time and real time, is at the
maximum.
- The average of the times that all the
vassals of this patron have been sworn (again both in-game and real time)
are at the maximum.
- The patron has at least four vassals.
“Capped” means that the skill has been raised
to a point where no more experience can be spent on it. For Loyalty and
Leadership, that will be 208 if the skills are trained, 236 if the skills
are specialized.
Maximizing the time sworn modifiers will not
be easy either. The two factors are multiplied together to get the final
modifier. For example, if you have been sworn for half the time needed for
the maximum of the in-game modifier, but only a tenth of the time needed for
the real time modifier, you will only have 5% of the maximum time sworn
benefit. (50% * 10% = 5%)
This factor will cause a number of the
“rotating patron” schemes that we’ve seen described to be less effective
than their designers may have hoped. The real time sworn takes a very long
time to reach its maximum.
Trades Characters
Many players expressed concern that they
would no longer be able to use small three-character chains to level their
dedicated tradeskill characters. In the past, I could swear my main
character to one of your characters, and then you could swear your character
to my trades character. Because of the way the system worked, we could
easily ensure that almost all the experience that I passed up to you was
also passed up to my trades character.
On the one hand, this is no longer the case.
The experience passed up to my trades character from my main will be
considerably diminished. However, if your character is at all active, the
experience passed up to my trades character from you will be considerably
increased.
In addition, keep in mind that there are
already a few quests for trades characters, and that many trophy items exist
that can be turned into a collector in exchange for experience. (The casinos
are an excellent place to find these trophies.) And we are always looking
for new ways that trades characters can gain experience.
Time Sworn for Existing Allegiance Ties
In our original article, we wrote:
Existing patron-vassal relationships
will start with the same bonus that they are currently receiving. For
example, if you have been sworn to your patron for enough time to receive
50% of the maximum benefit, you will still receive 50% of the maximum
benefit when the new system is implemented.
This is not entirely accurate. After the
original article went out, we discovered that the system we had planned to
use could not be implemented because of how the information needed is
currently stored. Instead, you will receive the same bonus from your
in-game time sworn. When you log in after the February event goes live,
your in-game time will be adjusted to ensure that you receive the same bonus
from it that you did before the event. There is one exception – your in-game
time sworn can never be greater than the total age of the character.
For example, let’s say that my character has
been in-game for 1 full day, and has been sworn to the same patron for all
but 1 hour of that. Currently the time sworn is 23 hours. When I log in
after the February event, the game will multiply those 23 hours by a factor
to get the new time sworn bonus. However, because my character has only been
around for 1 in-game day, the time sworn is capped at 1 day. When I log in,
I’ll be getting a smaller bonus from in-game time sworn than I did before
the event.
This may affect a small number of characters,
but it was necessary to prevent strange situations caused by characters
having an in-game time sworn that was longer than their total in-game time.
You’ll see why this is necessary in the next paragraph.
Real time sworn will also be calculated upon
first login after the February event. Because the real time date that you
swore to your patron was never stored in a form we can use, we have to
either start everyone from 0 real time sworn, or make a guess. So after the
game recalculates your in-game time sworn, it will compare that time to the
total amount of time you have spent online since character creation. That
ratio will be applied to the total amount of real time since character
creation to get a rough approximation of the amount of real time that the
character has been sworn.
So, for example, let’s say that after the
in-game time calculation, it sets my in-game time sworn to two weeks, and my
total in-game time is a month. My in-game time sworn is half of my total
in-game time, so my real time sworn is set to half of the total real time
since the character was created. If my character were created a year ago, my
real time sworn would be set to 6 months.
You may have picked up on the “upon first
login” part of this. Unfortunately, we don’t have the information we need to
make the adjustments until you log in. What does this mean for abandoned or
inactive characters? Until these characters enter the game, their in-game
time sworn is not adjusted and their real time sworn is left at 0.
One thing to keep in mind – this does mean
that the pass-through from these characters will be drastically reduced.
However, all pass-through has been drastically reduced. If you were
relying on the XP passed up from grand-vassals through an inactive
character, you’ll find that this XP will be greatly reduced whether or not
this character ever logs in again.
Dev Chat
Session Start: Wed
Jan 14 18:00:01 2004
<Replex> ****The time is now 9:00 PM EST, the developers chat will begin
shortly****
<Paraduck> Tonight's chat is mainly on the subscripton price increase, the
new servers and the allegiance pass-up changes. You all have a TON of great
questions and we'll try to get to as many as we can. We have most of the AC1
Live Team here tonight, as you can see and we thank them all for coming!
With that said... onto the first question.
<Paraduck> Some players feel that the increase in the fee is also because of
the development costs of an expansion. Can you shed any light on what the
graphics upgrades included in the expansion will consist of?
<JessicaM> Bear in mind that the following could
change later on, as we continue our R&D on this one:
<JessicaM> The current plan we’re investigating is to basically quadruple
the size of the textures and make some changes to the engine to make that
possible. That will allow Scenario and other artists to do some really
interesting things. You’ve seen what Scenario can do already with a 4 year
old engine; imagine what he could do if he had twice depth with which to
work. It will also allow people with older machines and video cards to still
access the gam
<JessicaM> After that, we have a decision to make: Do we replace the
thousands of textures in the game, or create new lands using new, enhanced
textures? Each has advantages, but that’s where we’re at. We’ll be coming to
the players later on and asking for opinions, when we have a better idea of
just what we can do and still get the expansion out before the heat death of
the universe.
<JessicaM> Why, yes, I DO type that fast. Why do you ask?
<JessicaM> :D
<JessicaM> Done.
<Paraduck> Vn_lubomirii AKA Death Cometh of Darktide asks: Is the new server
going to provide something the others do not? The other servers are not that
overloaded with people on login from the "glory" days. What is the reason
FOR the new server now?
<JessicaM> In the main, the new server is planned so
that people who want to start over without competing with XP chains, have a
place to do just that. It is a thorny issue, with players on both sides of
the debate, so it made sense with something this important to provide a
choice.
<JessicaM> Another reason is to show our commitment to the game, that we
aren’t about sucking the life out of it and then burying the corpse.
Frankly, we think the glory days of the game are ahead, not in the past, and
that means investing in growth. I know that reads as corny and just so much
marketing fluff, but live and work every day with that thought in mind.
<JessicaM> We can’t do everything at once, of course, but we have to start
somewhere. This seemed like a good starting point.
<JessicaM> done
<Paraduck> What are the player conflict settings of the new server (i.e.,
will it be a regular world, PK, or PKL only?)
<JessicaM> It will be a regular world.
<JessicaM> done
<Paraduck> Zedon AKA Red Huntress of Frostfell asks: Will there be more
resources in place with the coming of the new server to enforce the CoC?
<JessicaM> One of the things we are determined to do
is raise the bar on customer service and that includes CoC enforcement. That
is NOT a knock on Microsoft or the way they do things now, by the way.
<JessicaM> But if we’re going to bring the game home, why would we settle
for the current standard? If we’re not going to at least try to raise the
bar, what’s the point?
<JessicaM> So you can expect more CoC enforcement. I caution that it won’t
all begin overnight or all at the same time; we still have a whole customer
service infrastructure to get in place and that is going to take some time.
<JessicaM> How successful we are in that enforcement… well, each of you will
have to determine that for yourselves.
<JessicaM> done
<Paraduck> Ufhamlet AKA Montezuma's Revenge of Harvestgain asks: Can we
anticipate new ways to level non-combat viable characters (trade-skill and
tinker mules, particularly?)
<JessicaM> I'll let srand and the team answer that
one.
<srand> There are already several ways to level non-combat characters in the
game. These include trophies that give XP and some crafter-oriented quests,
for example. In addition, the changes to the allegiance XP system will
actually provide a boost for targeted leveling of characters, including
non-combat tradeskill characters.
<srand> And, no doubt, we'll be expanding on the non-combat choices in AC in
the future.
<srand> Done.
<Kaltemar> 04In case you're wondering folks, we're kicking people with
offensive names
<Paraduck> Or those that harass devs via PMs :)
<Dev_Nexx> Thanks para, whew
<Paraduck> <Black-Metal>: Question: Please explain the increased costs or at
least touch base on what they are.
<Kaltemar> 04DO NOT USE YOUR NICK LIKE THAT
<Kaltemar> 04 <Black-Metal>: Question: Please explain the increased costs or
at least touch base on what they are.
<JessicaM> Can you elaborate? If you're wasking what
the increase is for, we covered that in the message Monday.
<JessicaM> The costs in general have gone up across the board...
<Paraduck> I believe that's what was being asked, thanks. :)
<JessicaM> good hardware, software licenses, salaries
and wages, benefits... about the only cost that has really come down in the
last 4 years...
<JessicaM> is bandwidth, and that still isn't cheap.
<JessicaM> Also, if we're to expand the customer service and raise the bar,
then we need more people, and that is the most expensive part overall, in
the long run...
<JessicaM> then, we are going to basically double the size of the dev team
to build the expansion pack.
<JessicaM> So, that is the general answer. Did I give you the info you were
lokking for?done.
<Paraduck> (We also know that the IGN client is hard to read. There's
unfortunately nothing we can do about that. However, there WILL be a log
posted after the chat. We apologize for the inconvience.)
<Kaltemar> 04 Please do NOT PM us or Devs with questions!
<Kaltemar> 04<B_W> With the new server and price change, will we have a
chance to see more admins ingame? the ucm policy has been very very slow
lately, thanks to all the plugin alerts. Is there any plan to fix that?
<Pyro-Elf> Feel free to PM me, I'll only laugh then go back to reading
this...
<Kardon_Seph> Anything that breaks the VN board CoC or any inappropriate
names are being served with bans.
<JessicaM> Yep, we'll see more admins and more hours
in general being put to CoC enforcement. It is a high priorty for us.
<JessicaM> Bear in mid, however, that we can't hit everythng all at once.
<JessicaM> We're still outtting the organization together, :D
<JessicaM> done.
<Replex> <|WarCry|> Question: With the Fee increase will we see more DEV
interaction, and Live Events take Place?
<Replex> <|WarCry|> Question: With the Fee increase will we see more DEV
interaction, and Live Events take Place?
<srand> Sorry, got distracted there. :> We're always
striving to keep a goodly ampunt if interaction between the devs and the
players.
<srand> And we know how much you guys like live events.
<Mayseth> Buncha idiots so far eh?
<srand> We'd like to concentrate more resources on
these in the future, although, as Jessica said, bear in mind that we can't
do everything at once.
<srand> Done.
<JessicaM> OK, let's get something straight....
<JessicaM> We don't hate DT. Heck, half of us play our mains on DT...
<JessicaM> But as I said before: We can't do everything at once.
<JessicaM> The best choice for the new server world was a regualr world.
<JessicaM> when the time is right and the usage warrants it, we'll cnsider a
secind PK world.
<JessicaM> Again, just give us some time.
<JessicaM> done
<srand> I'm going to jump in here real quick ...
<srand> One thing I've seen a number of people ask about is a special rules
server. Maybe one with no XP passup at all, or with a level cap of 50, or
perma-PKL, or even just one that gets wiped every three months.
<srand> Right now, we're just opening the one new server, and it'll be our
first one in wuite a while, so we wanted to keep things simple. But in the
future, as we have a chance to open more servers, we definitely would like
to open some with special rules.
<Kaltemar> 04Ignore that
<Kaltemar> 04Something has gone wrong with the IRC. Please don't all change
back your names at once
<srand> Of course, before we'd open a server with
special rules, we'd open a new PK server.
<srand> Done.
<Yrsa> Thank you.
<PrismaticShimmer> oop
<Replex> We are sorry for the delay. The dev chat will continue as normal
within minutes. Thank you.
<Yrsa> While we wait, how about an impomptu question: Is there a name for
the new server and do you have a date for opening?
<Paraduck> <@Pyro-Elf> With the fixing of the experience chain, will we be
able to swear to lower levels (IE: 126s to 100s)
<JessicaM> On the name and date for launch of the new
world....
<JessicaM> we haven't decided on a name yet.
<JessicaM> And we don;t know exactly when the new world will launch, but
we're ordring the server racks as we speak...
<JessicaM> so, Speing, lord willin' and the creek don't rise.
<JessicaM> done
<srand> Well, I can take the other one. :> We're not
considering changing the level restrictions on swearing allegiance at this
time.
<srand> Done.
<Paraduck> <Xada> What possible negative impacts of the XP changes were/are
being considered by Turbine, and is there concern for the future of the
game?
<Serge-chan> I have a better idea, May.
<Ibn> I can grab this one
<Ibn> We discussed these XP changes internally quite a bit, and considered
many of the impacts
<Ibn> For example
<Ibn> In the article that was posted, we noted that monarchs of allegiances
may see their passup XP decrease
<Ibn> In addition, those allegiance that place a heavy concern on passup may
seek to reorganize, which could be challenging
<Ibn> We've run the math on a number of different scenarios to try and find
how some may try to exploit this system
<Ibn> So, yes, we have considered many possible negative impacts
<Ibn> However the positives greatly outweight the possible negatives
<Ibn> Regarding the future -- the future of this game is always one of our
main concerns. We want this game to stick around for a long, LONG time. 8)
<Ibn> It's starting to get late, so we'll only be able to do another two
questions.
<Paraduck> <Bink> Question XP Chain : With the changing of how xp is made,
guilds will deviate from the typical linear patern to a more mushroom like
pattern, exluding many people from the bonus of having a rank chain at the
bottom, will this be addressed in anyway?
<Kaltemar> 04If you didn't notice: <Bink> Question XP Chain : With the
changing of how xp is made, guilds will deviate from the typical linear
patern to a more mushroom like pattern, exluding many people from the bonus
of having a rank chain at the bottom, will this be addressed in anyway?
<Ibn> Got it... typing... 8)
<Ibn> If a guild wants to reform to maximize XP passup, at the expense of
rank, that would be their choice.
<Ibn> There is probably a middle way...
<Ibn> It should be possible for allegiances to maintain their rank concerns
-- such as for a mansion -- while still having passup XP
<Ibn> Although the passup may not be 100% optimized
<Ibn> done
<Ibn> sorry, one more thing
<Ibn> Please keep in mind that patrons with active vassals will likely see
MORE passup XP than before
-Serge-chan:#asheron- We are tired of the stupid nicknames. Failure to use a
decent nickname will be punished by a swift and permanent server ban.
Consider this your one and only warning.
<Ibn> So some players may not want to reorganize
<Ibn> There are many choices available. 8)
<Ibn> ok, now actually done
<Ibn> OK, time for the last question...
<Paraduck> Okay, and for the last question... What additional enhancements
are you planning for Monarchs and Monarchy management?
<srand> Oooh, I can answer this!
<srand> Well, I can tell you some of the more likely stuff we've talked
about, anyway. I don't think I can tell you everything we've thrown about.
:>
<srand> Anyway, one of the first things we want to get operational is the
notion of a 'banned' list for the allegiance. In other words, the monarch or
officers could specify characters or accounts that they don't want to be
able to swear in, no matter what.
<srand> This should help a bit with managing the allegiance. In addition to
that, we'd like to expand on the idea of 'speaker' and make real officers
for the allegiance -- so the monarch can appoint people to help them with a
variety of different tasks.
<srand> Another task we'd like to get done soon is more control over
allegiance chat. We're introducing a basic chat, but there's a good many
refinements that we'd like to add, especially in terms of the monarch &
officer's control over the chat environment.
<Southern> @81.48.73.36
<srand> We've even done some preliminary work towards
allowing players to name their allegiances, although that feature is still
quite a ways off if we can get it working. And we've discussed some cool
ideas with heraldry -- but we have no specific plans for that yet, we're
still just batting around ideas. Okay, they are telling me I'm babbling now.
*grin*
<srand> Done.
<JessicaM> OK, folks. That does it for tonight. Thanks
for sticking through the split.
<Paraduck> Okay, thanks for coming out to answer the questions! I'm really
sorry about the net split, the text, and other problems that occured
tonight. There will be a log posted shortly.
<PrismaticShimmer> =)
<JessicaM> We'll be doing more dev chats, and we thank
you for attending this one.
<ArKane> 12ty all
<Ibn> Thanks everyone!
<JessicaM> If you have more questions, please don;t hesiatet to post on ACDm,
Vault or Warcry....
<JessicaM> or other fans sites that we cover.
<JessicaM> and pardon the spelling typos.
<JessicaM> done
<PrismaticShimmer> whooo
<PrismaticShimmer> so many pwople
<srand> Thank you everyone!
<Ibn> G'night all!
<Kaltemar> 04Thank you devs!
<Zyrca> Have a good night :)
<Kaltemar> 04We hope to see you all again
<Replex> Thank you srand and other devs for coming today, answered some of
the needed questions!
* Disconnected
Session Close: Wed Jan 14 19:16:03 2004
|
Look for previous
patch information under the
Auberean History link to the left. |