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Aluvians
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Ispar History
Auberean History
Texts
Rumors |
Event Teaser
- From
the
AC Insider
Queen Elysa Strathelar listened to the latest
reports of guards reporting from the western Direlands. Celdiseth scowled
and Ciandra sat quietly as the report dragged on. Lord Kresovus knelt at
Asheron's right and Aun Hareltah at his left. Antius, the latest addition to
this council, sat beside Elysa. Nuhmudira seemed thoughtful, her attention
focused on the newcomer. Perhaps, she pondered, his inclusion was more for
personal reasons.
When the guards had finished, Elysa looked
toward Asheron. Seeing that he remained embroiled in his own thoughts, she
dismissed the guards and addressed the gathering. "Lord Kresovus, you said
that the Raiders have begun to move camps from around Linvak?"
Kresovus cleared his throat and stood. "Yes.
We have been following their movements. Muldaveus, the commander who
betrayed us and named himself Lord of the Raiders, has gone into hiding,
leaving his commanders to hold the siege of Linvak Tukal. Whatever his
reasons may be, the Raiders have abandoned their siege and have declared war
upon all Dereth. They have been spotted near the housing settlements that
your Arcanum established-"
"I... established the settlements," Nuhmudira
interjected. Her eyes hardened, meeting the gray giant's gaze with no sign
of fear.
"Nuhmudira, please let Lord Kresovus
continue." Elysa did her best to chide the woman gently. Since her ordeal in
the previous year, Nuhmudira had become even more the curmudgeon than
Celdiseth.
But Celdiseth added salt to the wound. "Well
then, that puts you in your place doesn't it now?"
"Celdiseth!" the Queen snapped. The brusque
archmage recoiled from Elysa's glare. Nuhmudira noted this spark of strength
and leadership. Asheron sat silently, seeming to ignore the outburst.
"I will not see this meeting devolve," Elysa
continued. "We are here to ascertain the cause of these migrations and the
fluctuations in the mana streams." She motioned to Kresovus to continue.
Kresovus looked ready to relieve Nuhmudira
and Celdiseth of their heads. "Thank you. The raiders have spread like a
plague through a battle-weakened force." He knelt.
Elysa nodded to Aun Hareltah to speak next. "Wharu
is moving," he said. "Atua ngamaru's servants, the Hea, also move, but these
are not efforts in unison." He fell silent.
"I've recently come from the Vesayen Isles,"
Antius began. "Kryst has seen hordes of Mosswarts crossing through the surf
carrying round stones and ritual implements, pursued or aided by Moarsmen."
He paused. "The Undead are also stirring. The emanations beneath Yanshi
reveal that the Harbinger still bides within the earth, but its incomplete
summoning has left it weakened. Something else is altering the flow of power
throughout Dereth, affecting even the innate power of every living thing,
including us. Some creatures are gaining strength, while others are
weakening."
Noticing her discomfort during Antius's
report, Elysa prompted, "Ciandra?"
The younger woman responded, "Asheron visited
the temples in the north and south. He explained that his people had used
these temples as places to rejuvenate themselves." She paused. "But the
source of that healing power was always unknown."
Murmurs of reaction to this news quickly
swelled into shouting until even Elysa could not silence it. Suddenly,
Asheron separated his hands. A subtle magic filled the room, causing it to
fall silent. All eyes, save Nuhmudira's, turned to him.
Asheron spoke. "I also said that your people
would start to feel changes, benevolent changes. This has come to pass. I
did wonder what the price of this benevolence would be. There is something
out there, something that I cannot discern. Bickering will not help. You are
all children on this world, called here by my will. You have always shown
remarkable resilience in the things you've accomplished, thriving on
adversity and strife. Change is inevitable. Without it you have only
stagnation. Stagnation leads to apathy; and apathy is a void into which evil
creeps." He paused. "Magic has not been altered, but I do feel a void. Do
not turn upon one another now. Resolve your problems. None of you here is
worthy of judging the others." He cast a pointed glance toward Nuhmudira.
A hushed silence filled the room as Nuhmudira
rose and departed.
******
"Director."
"Yes?"
"Are you prepared to receive your
enlightenment?"
"Yes."
Puppet slid the slab forward. A sound of steel grating on slate filled the
cavity near the energy source. Moments passed, then the observer emerged,
changed. As it floated toward Aerbax, a black energy coruscated through the
eyes of the mask.
"Do you feel enlightened?" Aerbax inquired as
he floated closer to the Director.
"Harmoniously discordant," the modified
Director replied.
"My perfect paradox," Aerbax said, as he
lightly runningan his sickle along the mask of the Director.
March Dev Notes
- From
the
AC Insider
A Perfect Paradox
Nuhmudira looked to her new assistant as the
crystal was placed into the matrix between the anchor points. The Lifestone
hummed to life. Nuhmudira had completed the beacons not long ago and had had
time to place only a handful across the lands. But this one at the base of
the Marescent Plateau would prove to be the greatest accomplishment. She
looked at the man and motioned for him to take his leave.
She was mindful of the eyes at her back, for
her retainer had returned.
*****
The Overlord tore through the human's chest
plate, exposing bone and felling him with a single blow. He howled in
victory and called his troops to his side. The humans had come to the hall
of the Overlord for the last time. No longer would the champion chosen by
Hea Arantah stand by idly while invaders came into his home to steal his
treasures. The time to show his throat was done. The time to tear out the
throats of others was at hand.
*****
Olthoi swarmed all around in a rush of
madness the like of which the battle party had never seen. Warriors, Nobles
and Eviscerators dwarfed the newest breed, but proved to be half as stalwart
and strong. The stench of decay filled the air, and acrid smoke billowed
from places where ichor dripping from Olthoi maws struck the desert sand.
The battle force locked shields as the archers loosed their volleys. Mages
launched their spells but to little avail. The melee fighters felt the crush
of the encroaching tide of claws. When the dust settled, the human force had
survived though many had lost their lives.
Listed below are the changes introduced
in our March event. We've spelled out specific changes to game functionality
and existing content, but the details on new content are up to you to
discover! Speak to town criers, barkeeps, and scribes for hints about the
latest happenings in Dereth. For more information on this month's event,
please see this month's
Letter to the
Players. Please submit any bugs you come across to
http://bugs.zone.com.
New Functionality and Content
- A new style of Lifestone has popped up on
the landscape…
- Monster rebalancing is complete. Monsters'
levels are more indicative of the areas where they live. Rebalancing
involved the revision of melee, missile, and magical abilities and
defenses, along with updating the weapons monsters use in combat. More
information is available in this month's
Letter to the
Players
- We've continued our updates of existing
quests, so many quests will be more difficult and more rewarding.
Miscellaneous Improvements and
Changes
- The Fellowship panel, and the way in which
the game manages the updating and display of fellowship information, has
changed slightly. We believe these changes will make the Fellowship panel
more useful and less likely to cause problems, but we will be monitoring
feedback on the changes and possibly adjusting them if necessary.
- The timer on picking up a skill alteration
gem has been reduced from 21 days to 14 days. Remember that your timer
starts when you pick up the gem, not when you use it, so you can keep
several gems in your inventory at one time.
- Shadow Hunter Armor is now repeatable. If
you've already received a complete suit of Shadow Hunter armor, you can
give another gem of the quality of armor you desire to one of the Master
Armor Smiths. The Smith will let you know that you've completed that
particular armor quest, but if you'd like to have another suit of armor
made, the smithy will happily craft another for you. They will then return
the gem. Handing it to the Smith again will restart the quest from scratch
for you.
- You can now use the four non-magic recalls
(@lifestone, @marketplace, and the two @house recalls) to get yourself out
of a situation in which you are stuck. For instance, if you get stuck
bouncing around in a crevasse, try using @lifestone to get free.
- Several interactions which were
one-time-per-character are now repeatable. These include:
- Picking up the infusions for the Sword
of Lost Light and the Sword of Lost Hope quests.
- Picking up the notes in Nuhmudira's
Labyrinth.
- Picking up Martine's Mask and Robe.
- Getting the Trove Key from Josef, and
picking up the Prismatic Stone.
- Various interactions with the Blind
Snowman.
Minor Details
- Some older portals have had their level
restrictions modified or lifted entirely.
- You can now drag your main backpack into
the vendor window to sell everything in it. Remember to check your
inventory before you sell; you don't want to lose those tinkered items!
- A number of spells have new icons to
better differentiate them from other, similar spells.
- The spear version of the Ebon Spine
Harpoon was originally intended to do both cold and piercing damage,
depending on the power setting at which it was used. Unfortunately, the
game does not support that combination of attacks, with the result that
the spear never worked correctly. This spear now does cold damage at all
power settings; note, however, that the damage remains hollow.
- A bug that prevented the tinkering of
treasure-generated fire spears has been fixed.
- A number of existing items are now
hookable and can be displayed proudly in your home.
- Baby bunnies are back in Dereth. What more
do we need to say?
March
Letter to the Players -
From
the
AC InsiderWelcome to the March edition of the
Asheron's Call Letter to the Players. The AC Live team, in
between digging out of the snowstorms, has been extremely busy this past
month. March will bring some long overdue changes to the denizens of Dereth.
Although there's lots of upcoming content, there's really only one major
change we'd like to tell you about before the patch, and that is Monster
Rebalancing.
Over the past few months, we've been looking
at every single creature in the game in terms of their relative difficulty
vs. reward (in both XP and loot) and found that many were unbalanced for the
game as it is today. To give you an understanding of what the issues were in
examining this problem, we've written a brief Q&A.
Monster Rebalancing
1) What does "rebalance" mean?
Rebalance means adjusting the skills of the
creatures to be more indicative of their level of difficulty.
2) Why rebalance monsters?
While it may not have appeared that monster
difficulty was broken, through the years of Asheron's Call development we
realized that, at any given time, one class of character would be more
pronounced and able than the others. This has been due to an imbalance in
creature defenses. We are adjusting this to bring a more acceptable level of
difficulty for creatures.
3) Is it true that you are adjusting
creature levels to mirror player levels more closely?
Yes, in a sense, but not in a restrictive
manner. We are not looking to create cookie cutter levels. We are trying to
give a more adequate representation of the creature level. For example, in
some instances levels will be geared only toward an archer of that level; in
others, a mage or melee character. The level is now just a more useful tool
for you, the player, to gauge what you can or cannot fight.
4) I've heard that you are "nerfing"
missile characters. Is this true?
No. We are doing nothing to missile
characters directly. What we've stated is that the skill being adjusted for
most creatures is their missile defense. This will alter, in some cases, the
creatures that missile characters were hunting; however, the most relevant
cases are those characters that were hunting creature far above their level.
5) I like/hate the new monster
spawns. Why did you do this?
During the Virindi story arc, the monster
redistribution was a result of Virindi influence over the world. Now that
the Virindi are no longer influencing the land, some creatures have begun a
natural migration while others make their way across the lands for their own
dire purposes.
6) Are the new creatures (Drudge
Bloodletters, Banderling Scalpers and Predators, Sclavus Lords, and Olthoi
Warriors) balanced?
Olthoi Warriors are right where we want them.
The Bloodletters, Scalpers, Predators and Lords are very close, though not
perfect.
7) If you are adjusting creature
levels, how am I going to earn experience with the XP reduction code?
Every effort is being made to ensure that
leveling does not become a tedious measure of diminishing returns. To that
end, we are giving creatures designed for a certain level of player a
generous buffer in which the creature is still worthwhile to hunt. This does
not mean that players will feel it necessary to hunt one grouping of
creature until they level. (For example, Gardok has hunted Olthoi Soldiers
as his main source of leveling creature from levels 40 to 50. He now finds
that the Soldiers [Level 61] have become simple, yet still yield good
experience. He had attempted to hunt Nobles before, but often found that he
could hit them reliably enough to earn the same amount of experience as he
could off of Soldiers. With the new rebalancing complete, he decides to test
Nobles out again and finds that he is earning more experience on them now
than he was on the Soldiers.)
8) Are you adjusting creature
experience?
Yes. Creatures will reward you based on their
level of difficulty. For most creatures, you will see an increase in the
amount of experience that they yield, but for some you'll see a reduction.
The goal is to stop the feeling of a leveling treadmill after level 80.
9) How is experience calculated?
While we cannot give you the exact model for
this, we can give you some insight into how we are calculating creature
experience. We first determine the level of character for which the creature
is designed, then determine whether the creature is designed with deadlier
skills than others (e.g., does it have War Magic?, is it Hollow? does it
have a breath weapon?). If the creature does have deadlier skills, an
enhancement modifier is added to the creature. We then determine how many
characters would ideally be suited to face this creature. That number
influences the experience yield as well. The final determinant is the
creature's skills. The higher these are, the better the experience.
10) Are you taking away solo
advancement?
Certainly not. We are well aware that one of
the draws of Asheron's Call is the fact that a player can advance
through levels alone. Creatures may be better suited for combat by multiple
players, but they are still very defeatable solo. Of course, a group may
increase significantly the amount of experience that you can earn over time,
but this has been the case for a while.
11) What about the offensive skills
of creatures?
These are being adjusted as well.
12) If you are adjusting creature
skills, is there hope that player skills like Melee Defense, Missile
Defense, and Magic Defense will have more use?
Yes. Part of this rebalancing action is to
give credence to the skills to which players have chosen to pay attention.
While that's not all that's coming, the
Re-balance is the only thing we wanted to give you a heads up on. As usual,
for any updates on content, you'll just have to go adventuring. Thanks for
reading, and thank you for playing Asheron's Call.
-The Asheron's Call Team
Rebalancing FAQ -
From
the
AC Community Boards
1) Why rebalance monsters?
A. While it may appear that monster difficulty was not broken, it has become
apparent through the several years of Asheron's Call development that at any
given time one "class" of character is more pronounced and able than the
others. This has been due to an imbalance in creature defenses. We are
adjusting this to bring a more acceptable level of difficulty for creatures.
2) What does "rebalance" mean?
A. Rebalance means adjusting the skills of the creatures to be more
indicative of their level of difficulty.
3) Is it true that you are adjusting creature levels to more closely mirror
player levels?
A. Yes; in a sense. But not in a restrictive manner. We are not looking to
create cookie cutter levels. We are trying to give a more adequate
representation of the creature level. In some instances those levels will
only be geared toward an archer of that level, in others a mage or melee
character. The level is now just a more useful tool for you, the player to
gauge what you can or cannot fight.
4) I've heard that you are "nerfing" missile characters; is this true?
A. No. Missile characters are having nothing done to them directly. What has
been stated is that the skill that most creatures are having adjusted is
their missile defense. This will alter, in some cases, the creatures that
missile characters were hunting. The most relevant cases however are those
characters that were hunting creature far above their level.
5) I like/hate the new monster spawns; why did you do this?
A. During the Virindi story arc the monster redistribution was a result of
virindi influence over the world. Now that the virindi are no longer
influencing the land some creatures have begun a natural migration, while
others make their way across the lands for their own dire purposes.
6) Are the new creatures (Drudge Bloodletters, Banderling Scalpers and
Predators, Sclavus Lords and Olthoi Warriors) balanced?
A. Olthoi Warriors are almost right where we want them. The Bloodletters,
Scalpers, Predators and Lords are very close, though not perfect.
7) If you are adjusting creature levels how am I going to earn experience
with the xp reduction code?
A. Every effort is being made to ensure that leveling does not become a
tedious measure of diminishing returns. To that end creatures are being
designed for a certain level of player but being given a generous buffer in
which the creature is still worthwhile to hunt. This does not mean that
players will feel it necessary to hunt one grouping of creature until they
level.
(ex. Gardok has hunted Olthoi Soldiers as his main source of leveling
creature from level 40-50. He now finds that the soldiers have become
simple yet still yield good experience. He has attempted to hunt Nobles
before, but often found that he cannot hit them reliably enough to earn the
same amount of experience as he can off of soldiers. With the new
rebalancing complete he decides to test them out again and finds that he is
earning more experience on the Nobles now than he was on the soldiers.)
8) Are you adjusting creature experience?
A. Yes. Creatures will reward you based on their difficulty. Most creatures
will see an increase in the amount of experience that they yield, but there
will be some that see a reduction. The goal is to stop the feeling of a
leveling treadmill after level 80.
9) How is experience calculated?
A. While we cannot give you the exact model for this, we can give you some
insight as to how we are calculating the creatures experience. We first
determine the level of character that the creature is designed for then
determine whether the creature is designed with more deadly skills than
others, (Does it have War Magic, is it Hollow does it have a breath weapon?)
if the creature does an enhancement modifier is added to the creature. We
then determine how many characters would ideally be suited to face this
creature. That number influences the experience yield as well. The final
determinant is the creatures skills. The higher these are the better the
experience.
10) Are you taking away solo advancement?
A. Certainly not. We are well aware that one of the draws of Asheron's Call
is the fact that a player can advance through levels alone. Creatures may be
better suited for being faced off by multiple players but they are still
very soloable. Again though a group may increase the amount of experience
that you can earn over time significantly, but this has been the case for a
while.
11) What about the offensive skills of creatures?
A. These are being adjusted as well.
12) If you are adjusting creature skills is there hope that player skills
like melee defense, missile defense and magic defense will have more use?
A. Yes. Part of this rebalance is to give credence to skills that players
have chosen to pay attention to.
13) Are any other aspects of creatures rebalanced or just the skills?
A. In some instances there will be adjustments made to creature damage,
armor, abilities such as shield hollow, etc..
14) Is Monster loot going to change?
A. If time permits for some of the loot to change for the March update, then
yes some loot profiles will change.
Orion
"I wonder what that price will be."
Monsters
Returning Home - From
the
Turbine's AC SiteGoing
Home. Finally, after months (and in some cases, years) of being in foreign
territory, the creatures of Dereth are returning home. Tired of roaming
alien lands or enduring harsh conditions, the call to return to their native
climates has inspired them to migrate back to familiar and welcome terrain.
As players traverse the Dereth frontiers, they no longer encounter Mattekars
panting in the desert. Nor Sclavus or Mosswarts. Lugians are no longer found
in the northern regions. (The truth is, they never really did like it
there.) All creatures, with the exception of those that carry with them
special treasure chests, have made their way back to the home climate.
Additionally, all creatures are set to a more level-centric style of hunting
ground.
This was and will continue to be a large and complicated process. Nearly
everyone participated. During the planning stages, the entire team discussed
and decided on the level categorizations (Newbie = 1-20, High = 60+, etc.)
and where these level breaks would appear on the countryside (e.g.,
Dires are High and Extreme, NW Osteth is High). This high-level broad
implementation has been incorporated in this month's event. While a lot of
time has been and continues to be spent on strategy for the rebalancing of
monsters, the nitty-gritty details involved in rebalancing all monsters will
be worked in over time.
Orion built the generators (for more information on generators, see the
article about
generators in the Quest Implementation series). Percentage tables are
used to raise and lower the probability for creatures to be brought into the
world by a generator. Orion assigned percentages and later, tweaked them to
add flavor in specific areas. Zontar dealt with placing the spawn generators
in the world. Srand provided level-based input and was (and continues to be)
involved in strategy discussions on monster balancing implementations. Speed
did integration and the Wumpus did the testing and verification. As usual,
there were many meetings on all the different aspects of this process.
To begin with, all existing generators were removed from the landscape. This
means hundreds of lines of now useless data have been removed. In this
aspect, Speed's time and dedication was invaluable. Once the old generators
were removed, Orion could create new generators across the world. He also
had to catalogue all the creatures in the game, verify their levels and do
some prep work on them for future balancing. Equally important, he
catalogued important non-player character (NPC) portals that are necessary
parts to old quests, to be sure that they were not missing when this process
was completed. Then he drew out hard copies of the spawns.
At which point Zontar stepped in. His responsibility was to place the spawn
generators by drawing out the spawns in the game map. All the remaining
tasks hinged on this. Without it, the project would have come to a
screeching halt. How was this accomplished? Essentially, the spawn
generators are painted onto the landscape and associated to a region within
Dereth.
Now for the technically gritty details.
Two grayscale graphic files were used. The first is the "Block Encounter"
map, which has large blocks of color (shades of gray) that designate
different regions (e.g., Newbie Playgrounds) or areas (e.g.,
Tusker Island). The second is the "AC Encounter" map which covers Dereth and
has pixel-size dots of varying degrees of gray (very black to fairly white)
on it. Each dot represents a generator in the world. Now, the different
colors (shades of gray) in both files are assigned a numerical value; these
values are then assigned a generator type. Zontar modified these values in a
"config" file to add the new generators.
First Zontar had to paint the new regions on the block encounter map. Orion
had mapped this, by hand, on a large Mylar map. Then Zontar painted the
generators onto the "AC Encounter" map. He used the placement of the
original generators, since if he'd painted them in a new random density, he
would've been tweaking them for months to come. So he used the original
locations and painted the appropriate colors for all the different monster
mixes in each geographical location. He used a separate file for each
region, about 14 in all. Had he used layers (think sheets of acetate which
you can paint on each one separately) in Photoshop, the file sizes would
have become unwieldy. Then for each region he utilized layering for each pf
the different generator mixes, such as "Shoreline" and "Forests." The basic
process was relatively simple but Zontar did end up having to utilize a wide
range of Photoshop methods for selecting items, masking off areas, etc.
Par for the course with a project of this magnitude, a bug was discovered by
the Wumpus during testing. Those adorable and furry little critters we are
used to seeing just outside of town: Bunnies. They'd left out the bunnies.
In their place, the generators were spawning all manners of monsters that
were not content with simply nibbling on carrots - some of these
creatures were aggressive enough to follow and attack players in town. Not
good.
What happened? Well, the arrangement in the old config file had distributed
bunnies in an entirely different manner. With the new encounter and
generator setups, it was not clear the bunnies were missing until testing.
Zontar placed the bunny generators in an open slot he located within the new
config file, looked up where the old bunny generators had been on the
Encounter map and painted them in. All on the day of Code Freeze!
So a huge round of both "thanks" with the occasional "whew!" to both Orion
and Zontar for their extraordinary efforts this month! And on to new
horizons, the next phase, as they and the rest of the team move on to
fine-tuning the balancing of these monsters within their native
environments.
Annals of Dereth
The Asheron's Call
Newsletter March 2003
|
Annals
of Dereth |
|
|
In this issue:
1
-- MARCH TEASER
2 -- LETTER TO THE PLAYERS
3 -- MARCH DEV NOTES
4 -- HALL OF SHAME
5 -- YOUR HOME FOR NEWS
6 -- TROUBLESHOOTING |
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 -- MARCH TEASER:
A PERFECT PARADOX
Puppet slid the slab
forward. A sound of steel grating on slate filled the cavity near the energy
source. Moments passed, then the observer emerged, changed. As it floated
toward Aerbax, a black energy coruscated through the eyes of the mask...
http://g.msn.com/0NL33946/105
2 -- LETTER TO THE PLAYERS
"Over the
past few months, we've been looking at every single creature in the game in
terms of their relative difficulty vs. reward (in both XP and loot) and
found that many were unbalanced for the game as it is today. To give you an
understanding of what the issues were in examining this problem, we've
written a brief Q&A..."
http://g.msn.com/0NL33946/106
3 -- MARCH DEV NOTES
"Miscellaneous Improvements and Changes: The Fellowship panel, and
the way in which the game manages the updating and display of fellowship
information, has changed slightly. We believe these changes will make the
Fellowship panel more useful and less likely to cause problems, but we will
be monitoring feedback on the changes and possibly adjusting them if
necessary."
Plus much
more...
http://g.msn.com/0NL33946/107
4 -- HALL OF SHAME
The AC
"Hall of Shame" has been updated often with the names of some particularly
naughty avatars.
http://g.msn.com/0NL33946/108
5 -- YOUR HOME FOR AC
NEWS
Current AC1 news has moved to some
new pages. Please take note of our new
State of the Network,
State of the Code
and Event News
pages. We also have an official, moderated
message board.
See you there!
SEND THIS NEWSLETTER TO A FRIEND, AND LET
THEM KNOW TO:
PLAY IT ON THE ZONE!
6 -- TROUBLESHOOTING
If you have any problems with Asheron's
Call or the Zone, check out our Troubleshooters and Frequently Asked
Questions and find the answer to your problems there.
Troubleshooters:
http://g.msn.com/0NL33946/113
http://g.msn.com/0NL33946/114
Frequently Asked Questions:
http://g.msn.com/0NL33946/115
http://g.msn.com/0NL33946/116
Play it on the Zone!
http://g.msn.com/0NL33946/104
You registered to receive this newsletter
on the MSN Gaming Zone. To unsubscribe, do the following:
1. Go to MSN Newsletters:
http://g.msn.com/0NL33946/117
2. Log in with your Zone ID (not your AC
character name) and password.
3. Uncheck the box that's labeled "Send me
the Asheron's Call newsletter every month to: (your e-mail address)."
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
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