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From the Zone
January 19, 2000
After his long journey gathering spell components, Kobo Taki hurried through
his estate, barely pausing in the courtyard to greet his gardeners, who
labored among puddles and dwindling humps of snow. Once in his study, he
locked the door and, after a quick search, located the book he needed and
scanned frantically through its pages for a particular passage: "If the
crystal breaks, its scions will appear and shadows will well up over the
earth." Did this apply to the floating crystals and shadow creatures he'd
seen on his journey? Finding no more information, he pulled a chair up to
the window and gazed over the waterlogged fields. It was common knowledge
that a band of heroes had dispelled the recent winter. After battling their
way to the lair of undead necromancers, they had destroyed the giant crystal
that sucked the heat from the land. Perhaps this crystal was the one in the
text. If so, the heroes may have unwittingly brought down a terrible
curse...
From the
Zone
January 21, 2000
Kobo Taki confronted a throng of impassive
Gharu'ndim as he finished his initial proposal to the Zaikhal council. They
had all agreed that the strange crystal beings and shadow monsters demanded
some concerted action, but as he suspected, they doubted the various rogue
mages would ever cooperate.
"Let's be frank," said Asaina al-Arqis.
"Mages guard their knowledge too closely. The most powerful ones will never
form fellowships."
Kobo smiled. "They already have. I represent
a consortium of the Archmages." A murmuring went up immediately as the
council members turned to each other for corroboration. "Yes," he went on,
"they exist, and they've determined that the forces now gathering against
humanity demand that magicians cooperate. Already they have finished an
ambitious joint project: a series of magical robes. Each of the robes
temporarily increases the wearer's aptitude in a particular magic
discipline; however, to achieve this effect, it also weakens the wearer in
other areas of magic. A given robe is therefore a dangerous tool for a
single mage, but a set of the robes may greatly enhance a well-balanced
party."
"This is indeed intriguing," said Asaina,
"but why have the Archmages not come forward themselves to make this
announcement, and where can we acquire these robes?"
"My masters are occupied with their work," he
replied. "As for acquiring the robes, you must address them in person."
"And where can they be found?"
Kobo smiled once again. "I do not know --
they contact me when the mood suits them. They ask that we work together to
seek them out."
Dereth's heroes have destroyed the Great
Work, an artifact created by undead necromancers to drain the heat from the
world. As a result, the snow has retreated to higher elevations, along with
the enchanted snowmen, but grave new perils are stalking out to confront
adventurers. Thankfully, new magic robes have been created just in time to
address these threats. We urge you to avail yourselves of the robes and any
other magical adjuncts and join forces. No one knows what these hostile new
creatures may ultimately portend.
Allegiance Problem on Leafcull - From the Zone (Jan. 21, 2000)
On the afternoon of 1/20/2000, after the January update
was made, players in Leafcull immediately noticed something had gone wrong
with their allegiances. Their allegiance associations were broken or had
reverted to the state they were in days or weeks ago. No other problems
seem to have occurred, and no other worlds were affected.
We immediately investigated and found what had happened.
Some time ago, a never-before-seen bug affected the Leafcull transaction log
of our player database. Unnoticed by us, this bug prevented the log from
being truncated properly, so it swelled quickly to a huge size and overran
its hard drive. As a result, many subsequent transactions were not recorded.
When the Leafcull server was restarted for the update, these transaction
logs were used to rebuild the allegiances, but the rebuild stopped at an old
state, since the latest transactions were never recorded.
Though we do character database backups, this particular
kind of problem was not anticipated. Most of the database is fine, but this
part describing the allegiances is lost. We had an option to restore the
whole Leafcull character database to the most recent backup, but that would
set every single player back in time: experience points, items, locations,
allegiances, gold -- everything would "time warp" back. So the dilemma was:
Make absolutely everyone lose absolutely everything gained over a small
amount of time, or let those with significant allegiance ties lose just
those ties, but further back in time? It has been an agonizing decision, but
we have decided to let the allegiance associations stay broken. However, we
will be looking at everyone's level and award you the XP that it would take
to re-swear to an allegiance so that you will end up not being penalized.
This will take place by next Friday. You can choose to either reform your
allegiance now, with the knowledge that the XP penalty that it takes to
re-swear will be awarded back to you late next week, or wait until the XP is
awarded.
We are eliminating the bug that made this happen in the
first place. We are revising our backup scheme to assure that if anything
like this does happen again, we will lose much less data. Doing these tasks
is our top priority.
We deeply apologize to the players of Leafcull for this
setback. We know it is as if a dark sword swooped from the sky and severed
many loyal bonds. We wish we could say an evil force under the surface of
Dereth did it, but regrettably, this was a much more mundane problem. We
sincerely hope that the players of Leafcull are able to re-forge their bonds
to be even stronger than before.
The Spin From Turbine - January 20, 2000 Edition
From the
Zone
Putting the "U" in "FUN"
Sometimes, this job just makes me crazy.
(The title of this month's article is a sure
sign of my encroaching insanity. “The 'U' in 'Fun'?” Sheesh!)
Events are a critical part of Asheron's Call,
providing new content to users and advancing the epic saga that will unfold
through the years ahead. A large part of our ongoing commitment to Asheron's
Call is making them happen, and making them special. But as time goes on,
we've found our events (and our team) trying to meet two very different
demands: one, to create an experience which provides entertainment for every
player in Dereth; and two, to keep pace with your unstoppable creativity and
efforts to interpret, master, and foretell what our events may hold.
- To that end, let me take a moment to
respond to some “news reports” which have swirled by in months past:
- There was never a Frost King, set
to unleash hordes of icy creatures upon the world.
- There are no alien heads in the game . . .
yet. (Actually, that's a rumor that a content-team member asked me to
start. Honest. Move along.)
- Sir Joffre Tremblant never traveled
anywhere near Qalaba'r.
- There is no master plan to make every
event culminate in a massive invasion of Holtburg by anything, ever.
- There was never a “secret room” on the
side of the Tou-Tou Lighthouse. Seeking it through a well-timed jump got
you nothing more than a flatter-than-average corpse.
- No one ever saw meteors actually hit and
flatten Shoushi, or experienced first-hand the impact of the crimson comet
slamming into Dereth, ending the world and our Beta-testing cycle.
- And Lilitha's Greater Bow is just a gleam
in the eyes of many, many eager players.
If you get involved with the fansite
community or AC newsgroups, or simply hang out in the Zone's chat lobbies
(hi, Sean!) -- you may be familiar with many of the above rumors and
discussions. Ever since the announcement of our first event, players have
sought to piece together various happenings and minutiae into a “big
picture” that explains AC's story. In one massive game of “Telephone”
reaching beyond Dereth and spanning the Internet, players have turned
innocent speculation and conjecture into “My friend saw the Olthoi Queen
doing the shimmy on the balcony of the Cerulean Cove! And her dancing's
pretty good!” You've conjured an endless stream of forecasts and
expectations for the game, more varied and exciting than I think any game
could ever accomplish.
I love it.
One of the most thrilling moments I've ever
experienced in Asheron's Call came at the end of Beta. The Turbine designers
huddled around a couple of computers at the beginning of the “Fire in the
Sky” event. We oohed and aahed at the burning towers, rubbed our hands
together in anticipation of the first Fire Elementals screaming out of the
sky, and (after a brief stop in the Disco Hut) headed to The Crater that Was
Shoushi to see how players were reacting to the changes we'd wrought.
Standing amid the stunned vendors at the
crater's edge, players admired the property damage, and laughed as an
occasional adventurer logged in to the center of town, only to realize it
had been replaced with a glowing pit and a swift drop. Scattered
conversations tried to piece together what had happened, and what was next.
Then, something occurred which hammered home just how cool games like
Asheron's Call could get.
“Friends! We are doomed! Shoushi is only the
beginning! It's the end of the world!”
A player had become Shoushi's unofficial
Prophet of Doom*, lamenting what had occurred and declaring what was to
come. All he needed to complete the image was a large “The End Is Nigh!”
sandwich-board strapped to his body. Even if we'd thought of it, we couldn't
have programmed an NPC to navigate the world freely while spouting a
potentially endless stream of end-of-world rants. It was a role concocted by
this player, uniquely suited to him, and pulled off with panache. He might
have stopped after two minutes and run off to bash drudges -- I don't recall
-- but the image of this self-styled “town crier” stuck with me.
In that moment, I learned just what roles our
players would take in our events -- any and every role we could think of,
and several more that we couldn't. At first glance, it seemed that creating
events just became much harder -- but in fact, our jobs got significantly
cooler.
(Warning! Strained metaphors ahead! Please
don your protective goggles!)
Asheron's Call is a game that's larger than
the designers, Turbine, or (even!) Microsoft could ever hope to control. The
threads of gameplay, story, and exploration we provide are knitted into
something greater by the imaginations, desires, and vision of thousands of
players. From every seed of content or narrative placed in the game grows a
garden of reactions, perspectives, and uniquely personal adventures.
(You may remove your goggles now.)
When we create an event, we could never hope
to produce enough unique, sculpted story-elements to satisfy our thousands
of players. But the trick is, we don't have to. When we create something
like December's Frore quest, our goal is to create the spine of an
adventure, with a series of locations which push the story forward, rewards
to be collected, and threats to be overcome. We season it with bits of
backstory, garnish with a few hints towards the future of our plot, and top
with a malevolent, heat-devouring Crystal-Thingy.
Then we get the heck out of the way, and let
you tell the story to us.
We had no idea who would enter Frore first,
or how their adventure would unfold. But when the first groups of players
conquered the Great Work, they each left Frore with a vivid and unique story
to tell. Those are the stories that matter.
Stories are nothing without compelling
characters; our goal is to tell great stories, collaboratively, with our
players as the most important and compelling characters around. More than
the technology, more than the game systems that measure when I've moved from
level 5 to level 6 (cut me some slack, I just started a new character!) --
it's this collaborative storytelling that gets me jazzed about Asheron's
Call.
It definitely isn't science, and I don't know
if it's art or just a bunch of happy accidents -- but it's definitely a
learning process. Issues we consider important to address as events develop:
- How do we find more ways to involve large
groups in an event? Our “Fire in the Sky” Beta-event encouraged large
groups to scour the landscape in search of fragments of a prophecy; how
can we extend that sort of behavior to encompass entire allegiances?
- How do we balance specific quests in
specific locations with new content (items, clothing, spells, new
monster-encounters) for everyone? The former is great for communicating
stories, but the latter affects more players across the board.
- How do we balance events to include both
lower-level and higher-level adventurers? Frore, while compelling, focused
solely on high-level players; we want the “meat” of future events to suit
a wider array of levels.
- How do we prevent the handful of new
quests, chests and dungeons we create for the latest event from turning
into feasts of crowding and camping. Frore tried some new tricks to manage
crowding; we are still searching for the best possible solutions.
As we get the hang of it, and learn just what
sorts of stories we can bring you into, look for adventures to become ever
more compelling. We're searching for ways to weave players into stories in
ways you might not expect, and to turn your decisions in these stories into
something more meaningful and affecting than just killing a monster or
opening a chest. The roles you take on in these adventures should make you
feel something more than just the thrill of battle, the pleasure of reading
a good story, or the pride of “having gotten there first.” When we achieve
that level of emotional involvement, then we'll really have something.
In the meantime, if Bael'Zharon comes
calling, don't be too afraid. ;)
Ongoing Game Balance
Not one to simply fill my personal soapbox with well-intentioned rants, I
should note that in addition to events, efforts continue to address the
ongoing balance of the game. The Build Notes posted elsewhere summarize the
changes in our January update; here are issues being reviewed for future
updates:
- Melee Balance: We recognize that
warriors have a harder time doing as much damage as archers or mages of
similar level. We are looking carefully at how we might keep warriors
competitive with other players, and are focusing on ways to make warriors
more powerful than they are now.
- High-Level Magic and Magic Defense:
As players grow in level, it's highlighting a potential imbalance between
the highest levels of spellcasting, and the ability to defend against
them. We are looking carefully at this aspect of magic-balance.
- Treasure: The increase in treasure
in this update is a gradual one, to ensure that we do not accidentally
flood the game with loot; we will be looking to see if additional
adjustments are needed in future updates.
- Crowding and Portal Storms: The
current system for generating portal-storms which disperse crowded areas
is often unfair in who it chooses to teleport; we are looking to make it
fairer.
- Allegiance-Gatherings: There will
always be limits on the size of crowds in AC, given the nature of its
technology and the Internet, but we are seeking ways to increase these
limits. We are looking into ways to allow larger groups to congregate
under certain circumstances or in certain areas, in order to help
allegiances organize and socialize.
- Fellowships and Experience: There
have been some observations that fellowships provide too little sharing of
XP between fellows. We're looking into those calculations, to see if we
can make them “share the wealth” a bit more fairly.
- “Camping”: Right now, several
locations in the game provide “easy” adventuring for players. While we
agree that this is a fun way to play the game, it seems to be a bit too
unbalancing right now. We are considering ways to address camping while
retaining that style of gameplay for those who enjoy it.
- PK Balance: When considering the
balance between warriors, archers and mages, we will also pay attention to
the related, but different, balance issues between these classes when the
characters are Player Killers. Any balance changes we do will attempt to
serve both purposes, improving the game for both NPK's and PK's.
- Weapon Balance and Availability: We
are still investigating how to ensure that players of all melee classes
are balanced with each other and have fair access to their weapons as
treasure.
- Vagabonds: Don't hit me!
Well, every paragraph I write leaves me less
time to spend buffing my new archer. See you *round the Gharu'ndim lands!
--Chris "Slapp" Foster |
Look for previous
patch information under the
Auberean History link to the left. |