Welcome to the March 2004 Letter to the Players! This letter was initially intended for Monday, March 1st, but we held it so that we could include additional comments regarding the treasure changes.
In Dereth, we were reminded that not all threats to civilization need come from outside. Near Zaikhal, an entire force of Zharalim fell to corruption and madness, and strange small statues were found in several towns, encouraging the citizens of Dereth to refuse Asheron's protection and battle one another.
Now let's take a look at some of the changes coming in the March event.
Treasure
Last month, we introduced the first part of sweeping changes to our treasure system, and we received a great deal of negative feedback.
One thing that the feedback made clear is that we failed to properly prepare you for both the long-term and short-term impacts of the change. In addition, your feedback has alerted us to a number of issues with the change that we are working to resolve.
What is the long-term goal of these changes? Essentially, it is to resolve a number of limitations in our loot system. The old loot system had a number of issues. There were four generic levels of loot that we could give to creatures intended for characters below level 50, but only two levels of loot for characters above level 50. This made balancing loot for the most uber characters very difficult - almost anything that we added for the most difficult monsters would start appearing in monsters intended for all 50+ characters. This was the largest flaw, but there were other issues across the board.
Our goal is that creatures intended for a specific level range should be more likely to drop loot that is useful for that level range. For example, newbie characters should not find 325 wield req weapons that they can't use, and Uber characters should not find weapons with no wield req. Also, there should be no creatures that always drop "useless loot". There will always be a range of loot, but that range should be more reasonable than it has been in the past.
The first phase of our changes tied the six levels of loot directly to the six target levels of characters that have existed in the game for some time: Newbie (1-20), Low (20-40), Mid (40-60), High (60-80), Extreme (80+), and Uber (100+). Creatures intended for characters in a specific level range should drop loot appropriate for characters in that level range. This improved loot overall for many creatures - many Tuskers are a good example - but also decreased the average quality of loot found on other creatures - such as many Olthoi. Many types of Olthoi had been given loot well above their target level. This was good for players who just wanted to loot a lot of peas easily, but was annoying for the players who were intended to fight these Olthoi. These low-level players tended to get weapons and items as loot that they wouldn't be able to use for some time.
How do you know where to find creatures for your level? The best place to look is at our Creature Distribution Map, which can be found on our Download page. This map shows how the creatures were laid out during the landscape redistribution last year. The levels given are suggested player levels, so that gives you a place to start hunting and see how it feels.
Now, just to be very clear about this - AC is a skill-based game, not a level-based game. The ranges on that map are suggestions based on assumptions we have made about average skill levels and hunting styles. We suggest that you start with the range that that corresponds to your level and see how you like it. If you've pumped more XP into your combat skills, or if you like to live life out on the edge, you may want to go up a range and see how that feels. If you have spread your experience out more, or you're a more conservative sort, you may be happiest trying out the range below your actual level. Our goal with this map was merely to make some useful suggestions about where to start.
I cannot overemphasize the fact that the changes to creatures are not done yet. Due to the size and scope of these changes, it was not possible to make all of them in one month. As we mentioned in last month's Rollout Article, there are still a number of issues. Some of these issues will be resolved in this month; others are pending for April and later.
The following issues will be resolved in the March event:
- Spell scrolls: The scrolls dropped by creatures haven't been on-target for some time now, but the February changes really exacerbated this issue. For March, we have adjusted the scroll drops on creatures and in treasure - you should now find scrolls that are appropriate for your level. Our goal is that you should be able to find most of your scrolls for your next level before you need to buy them.
Does this mean that there is a chance to find level 7 scrolls on creatures and in loot?
Yes. Yes it does.
- Spells on items: As we said in the Rollout Article, spell levels on creatures intended for 80+ characters were out of whack. After receiving your feedback on this issue, we realized that the problem was more widespread. For March, we've adjusted the spells on items upwards for all creatures and chests intended for characters higher than 20.
Does this mean that there is a chance to find level 7 spells on loot items?
Sorry, not at this time.
- Chests: Last month, we concentrated primarily on creatures. This month, we're turning our attention to chests. Chests should now, in general, spawn items useful for characters in the level range for which they are intended.
In addition, some chests have been adjusted so that they have a chance of providing better loot than other sources within the same target level range. Runed Chests and the Virindi Troves are good examples of this.
The Singularity Trove deserves its own comment. The Singularity Trove used to be in the class with the best possible loot in the game - but the troves and keys could be found by characters at a lower level. The Singularity Trove is now in the 80+ target range of loot.
At the moment though, the 80+ and the 100+ ranges have a lot of overlap. In addition, many of the issues that were reported with Singularity Troves in February - such as scroll levels and weapon modifiers - will be resolved this month.
- Offense and Defense Modifiers: In all cases, we've increased the average offense and defense modifier on melee weapons. We've also increased the maximum mod that can be found at each level - except the top level, which was already the maximum possible. This change was made primarily as a result of player feedback.
The following issue should be resolved in the April event:
- Border Creatures: Right now, if a creature is intended for level 60 characters, it will have loot for level 40-60. This can make it very challenging to "break in" to the next level of creatures - you can't fight stronger creatures without getting better equipment, but you can't get better equipment without fighting stronger creatures!
Starting in April, creatures that are designed for characters within 5 levels of a difficulty break will have the treasure intended for the next highest difficulty. For example, creatures that are intended to be fought by level 36 characters will have loot intended for characters from 40 to 60.
In addition, some creatures that are completely outside the system will be brought in, and other creatures will be adjusted as necessary.
It is important to remember that a creature's level is not a direct correlation to the level of character that should be fighting it. In general, you should be able to take on creatures that are higher level than you are. When we rebalanced creatures last year we tried to line up the display level so that there is an obvious relationship between that and difficulty - so that a level 110 monster is harder than a level 100 monster. However, some creatures are easier for one type of character - mages, say - and harder for another - melee, say. So if you're a melee, a level 100 mage-oriented creature may be tougher for you than a level 110 melee-oriented creature.
The following issue will be resolved in a future update:
- Armor: The type and qualities of armor found in the various levels of loot are out of whack. This is one of the reasons why you're finding AL20 leather at much higher creature levels than you would expect. We're aware of this issue and are working on it, but the changes will not be in March, nor are they likely for April.
Does balancing armor include introducing new types of armor?
Probably, yes.
Another issue that has resulted in a great deal of feedback is the value of items - many players have reported difficulty in making enough pyreals through hunting to pay for their components, mana charges, and other consumables. We are watching the situation closely, but at this time we have no plans to directly change the value of loot items. Many of the other changes that we are making - both in treasure and elsewhere - may change the situation considerably. In particular, the scroll changes may resolve the issues reported with mages not being able to afford scrolls that they needed.
We understand that a large number of you were very surprised and upset by these changes. We believe that this was caused by two main factors. The first is that the changes are not complete, and you are seeing an incomplete system at work. The second is that I personally did not properly explain the goals and phases of these changes - I hope that this letter explains things to your satisfaction.
Armor Buffing, Transfer Spells, and Arcs
What do these topics have in common? The two changes are being made primarily from a PvP point of view, but they also impact NPK players.
Armor Buffing
In the past, there has been no means of buffing or debuffing another player's mor. Negative armor Item Enchantment spells such as Lures or Brittlemail were only useful on a target wielding a shield. PK and PKL players have never had a means of countering, or "breaking through," the positive effects cast upon an opposing player's armor. Starting in March, you will now be able to do so - with some limitations.
Beginning in March, Item Enchantment armor buffs or debuffs cast upon a player who is not wielding a shield will redirect to whatever armor is worn on that player's chest. If the player is not wearing armor, the spell will fail. Clothing, such as a shirt or Asheron's Raiment, does not count in this situation - but robes do, as they are considered armor. When cast on a player wielding a shield, these spells will redirect to his or shield, as they have for several months now.
This allows for several new options for players. NPK players can assist a friend with armor buffing, so long as their friend is not wielding a shield. However, we expect these changes will be most useful to PKs and PKLs, who can now debuff the armor of their opponents.
It is important to note that the dynamics associated with buffing or debuffing a target's armor will work similarly to that of a target's shield or weapon. If the targeted item is not wielded at the time the spell is cast, the spell will fail. If the targeted item is unenchantable, the spell will also fail.
This change is intended to provide a method to directly counter the ability to debuff another player's weaponry. Without the ability to negate a player's positive armor Item Enchantment spells, it was often very difficult for a melee or missile attacker to inflict meaningful damage on an opponent. A player could always debuff a weapon, tilting the combat advantage in his or her favor - yet the player using a physical attack had no equivalent tactic available.
Transfer Spells
For some time, the low-level transfer spells have been unbalanced at high levels, and not as effective as hoped at the low levels for which they were designed. For example, a high level mage can often cast Stamina to Health I and restore almost all - if not all - of his health. This seems inappropriate for a first-level spell. Why is it so much better than Heal Self I, for example?
Let us define what is meant by Life Magic transfer spells: Health to Mana, Health to Stamina, Mana to Stamina, Mana to Health, Stamina to Health, and Stamina to Mana are all of the spells that we consider to be part of the Life Magic transfer class of spells. These spells traditionally take a portion of one secondary attribute (health, mana, or stamina), and convert some amount of that portion into a different secondary attribute.
Starting in March, the first three levels of transfer spells will have their percentage returned increased, to improve their value for low-level characters. In addition, to reduce the imbalance issue, the first four levels of transfer spells will have their maximum transfer capped.
Please see the table below - bold numbers represent new values:
|
Level of Transfer Spell |
Percentage Drained |
Old Percentage Converted |
New Percentage Converted |
Old Maximum Transfer |
New Maximum Transfer |
|
I |
50% |
75% |
90% |
None |
50 |
|
II |
50% |
90% |
100% |
None |
100 |
|
III |
50% |
105% |
110% |
None |
150 |
|
IV |
50% |
120% |
120% |
None |
200 |
|
V |
50% |
135% |
135% |
None |
None |
|
VI |
50% |
150% |
150% |
None |
None |
|
VII |
50% |
175% |
175% |
None |
None |
"Maximum Transfer" refers to the maximum value either drained or converted. For example, Stamina to Health I, when cast by a character with 150 Stamina, used to drain 75 points of Stamina and provide 56 points of Health. Now, it will only drain 50 points of Stamina, and provide 45 points of Health. No level I transfer spell will drain or provide more than 50 points of any pool.
This change is intended to increase the value and usage of low-level transfer spells for low-level characters, while decreasing their power when used by high-level characters.
Arc Spell Words
Since their introduction, arc spells have used the same spell words as bolt spells, due to the fact that they use the same components when not using Foci. For example, both Flame Bolt and Flame Arc use the words Zojak Quaguz.
In today's PvP arena, this means that one aspect of player skill - knowing what the spell words mean so you can know what your opponent is casting at you - cannot be used when trying to distinguish Bolts from Arcs.
Starting in March, Arcs will have a different formula - they will use Amaranth instead of Hawthorn. Players who use Foci will not notice a difference - they will still use prismatic tapers and scarabs - but the spells will now have Kedrack as their first word instead of Zojak. If you aren't using the War Magic Foci, you will need to buy Amaranth before you will be able to cast Arc spells.
So now, if you see your opponent say Zojak Quaguz, you will know that he's casting a bolt and not an arc.
Additional PvP Concerns for the Future
As we stated in the February Letter to the Players, we are taking a closer look at a number of PK and PKL issues. In the near future, you may see changes to:
- The lack of an Aegis-like ability for archers.
- The balance of dispels - dispel spells, gems, and potions.
- The Jumpspin issue - how can we prevent players from using our physics code to guarantee escape from sticky melee, and yet still provide a means for skilled players to get away from the melee that is targeting them?
- Melee weapon damage over time in PvP - specifically, bringing more diversity to melee beyond "if you're not sword, you're out of luck".
- "Loot Weapons" vs. "Quest Weapons" - Re-examining PK-oriented quest weapon suites to provide viable choices between the different types of weaponry
- New/Improved pathing choices for missile attacks, similar to the arc/bolt choice for War Magic
I can't provide a specific ETA for any of these changes, but we want to let you know what we are working on. The feedback threads that we've run on our forums have given us a lot of great information about what you do and don't like about PvP combat in Asheron's Call. We'll be using that information to make PvP better for the folks who play it most.
Content Revisions
In March we are continuing our ongoing process of updating out-of-date quests and areas. This month, you'll see Yaraq and its surroundings receive an update similar to Shoushi's update in January. The Invoker, or Portalspace, quest will also be updated.
Fellowships and Quests
One of the new quests this month has as a key part of it a quest dynamic that you've not seen before - fellowship quests and "locked" fellowships. A fellowship quest means that your whole fellowship is on the quest, not just an individual. If you drop out of the fellowship, you will not be able to complete the quest. A "locked" fellowship is one in which new members cannot be recruited for the length of the quest. Fellowship members who leave the group have 15 minutes to get back in before they are unable to rejoin.
Please, don't take these changes as an indication that we are removing Asheron's Call's soloability! The ability to advance while playing alone is one of Asheron's Call's strengths, and we have no intention of removing it. However, in certain special circumstances or for specific quests, we may use these new features to ensure that the quest be tackled by a group of players.
Our Next Story Arc
As we've hinted at elsewhere, March is the first month of our next exciting story arc: The Shattered Coil. What danger now menaces Dereth? Only time - and your adventures and explorations - will tell.
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March 2004: Across the Vast Divide






