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__ToC__
__ToC__
=== Teaser Images ===
=== Teaser Images ===
'''Turbine:'''
Click image for full size version.
{|border=0
<gallery perrow=4>
|-valign=top
File:Teaser 200405 A.jpg|
| [[Image:Teaser 200405 A.jpg|200px]]
File:Teaser 200405 B.jpg|
| [[Image:Teaser 200405 B.jpg|200px]]
File:Teaser 200405 C.jpg|
|-valign=top
File:Teaser 200405 D.jpg|
| [[Image:Teaser 200405 C.jpg|200px]]
File:Teaser 200405 E.jpg|
| [[Image:Teaser 200405 D.jpg|200px]]
File:Teaser 200405 F.jpg|
|-
File:Teaser 200405ACVault.jpg|[http://acvault.ign.com/ ACVault]
| [[Image:Teaser 200405 E.jpg|200px]]
File:Teaser 200405JackCat.jpg|[http://www.thejackcat.com/ac/ Maggie the Jackcat]  
| [[Image:Teaser 200405 F.jpg|200px]]
File:Teaser 200405Stratics.jpg|[http://ac.stratics.com/ AC Stratics]
|}
File:Teaser 200405WarCry.jpg|[http://ac.warcry.com/ Warcry's Crossroads of Dereth]
 
</gallery>
'''Exclusives:'''
{|border=0
|align=center| [http://acvault.ign.com/ ACVault]
|align=center| [http://www.thejackcat.com/ac/ Maggie the Jackcat]  
|-valign=top
| [[Image:Teaser 200405ACVault.jpg|200px]]
| [[Image:Teaser 200405JackCat.jpg|200px]]
|-
|align=center| [http://ac.stratics.com/ AC Stratics]
|align=center| [http://ac.warcry.com/ Warcry's Crossroads of Dereth]
|-valign=top
| [[Image:Teaser 200405Stratics.jpg|200px]]
| [[Image:Teaser 200405WarCry.jpg|200px]]
|}


== Teaser ==
== Teaser ==
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{{Turbine Games
{{Turbine Games
  |  Link = http://ac.turbinegames.com/index.php?page_id=235
  |  Link = <nowiki>http://ac.turbinegames.com/index.php?page_id=235</nowiki>
  | Title = May Letter to the Players
  | Title = May Letter to the Players
  |  Text = <p align=right><small>''posted on 27-Apr-2004''</small></p>
  |  Text = <p align=right><small>''posted on 27-Apr-2004''</small></p>
Welcome to the May Letter to the Players!
Welcome to the May Letter to the Players!
<br><br>
<br><br>
Last month in Dereth, the Burun continued to pour through the newly-opened portal in the Blackmire Swamp. They’ve begun to set up camps, driving out several of the other inhabitants. In addition, another Falatacot temple was discovered in the A’mun Desert beneath the stone structure previously inhabited by Archmage Fadsahil al-Tashbi.
Last month in Dereth, the Burun continued to pour through the newly-opened portal in the Blackmire Swamp. They've begun to set up camps, driving out several of the other inhabitants. In addition, another Falatacot temple was discovered in the A'mun Desert beneath the stone structure previously inhabited by Archmage Fadsahil al-Tashbi.
<br><br>
<br><br>
Despite the new threat, Spring in Dereth continues. Young creatures romp across the landscape. The Lugians of Linvak Tukal have made improvements to their home to make it more welcome for travelers. New forms of armor have been found along with weapons bearing new enhancements.
Despite the new threat, Spring in Dereth continues. Young creatures romp across the landscape. The Lugians of Linvak Tukal have made improvements to their home to make it more welcome for travelers. New forms of armor have been found along with weapons bearing new enhancements.
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:This command will also boot any character on this account.
:This command will also boot any character on this account.
<br>
<br>
:Please note that it is still technically possible for a character on a banned account to enter an allegiance. This can occur if the monarch of a banned character swears into the allegiance. For example, let’s say that I am banned from Zyrca’s allegiance. My monarch, Srand, swears to Zyrca. In this situation I would be in Zyrca’s allegiance until the next time I log in to the game. The next time I log in, I will be automatically booted.
:Please note that it is still technically possible for a character on a banned account to enter an allegiance. This can occur if the monarch of a banned character swears into the allegiance. For example, let's say that I am banned from Zyrca's allegiance. My monarch, Srand, swears to Zyrca. In this situation I would be in Zyrca's allegiance until the next time I log in to the game. The next time I log in, I will be automatically booted.
<br>
<br>
:* @allegiance ban list: This command will list all characters that have been banned from the allegiance.
:* @allegiance ban list: This command will list all characters that have been banned from the allegiance.
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:Monarchs can also use @allegiance officer clear to remove both allegiance officers at once.
:Monarchs can also use @allegiance officer clear to remove both allegiance officers at once.
<br>
<br>
:Any member of an allegiance can use @allegiance officer list (or just @allegiance officer with no other arguments) to see the list of their allegiance’s officers.
:Any member of an allegiance can use @allegiance officer list (or just @allegiance officer with no other arguments) to see the list of their allegiance's officers.
<br>
<br>
:We’re working on expanded functionality and multiple levels of allegiance officers; see the In Development section for more details.
:We're working on expanded functionality and multiple levels of allegiance officers; see the In Development section for more details.
<br>
<br>
:* @house storage add_allegiance: This gives your entire allegiance access to your house storage. To remove this access, use @house storage remove_allegiance. Please note that this is for your own personal house storage. To give full allegiance access to the storage in an allegiance mansion or villa, this command must be run by the allegiance monarch.
:* @house storage add_allegiance: This gives your entire allegiance access to your house storage. To remove this access, use @house storage remove_allegiance. Please note that this is for your own personal house storage. To give full allegiance access to the storage in an allegiance mansion or villa, this command must be run by the allegiance monarch.
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As we mentioned was possible, we were not able to complete the code for Bindstone functionality in May. After the May event, you will find Bindstones in towns, but using them will have no effect. This will give Allegiances the opportunity to plan where they wish to bind when the Bindstones become active, currently planned for the June event.
As we mentioned was possible, we were not able to complete the code for Bindstone functionality in May. After the May event, you will find Bindstones in towns, but using them will have no effect. This will give Allegiances the opportunity to plan where they wish to bind when the Bindstones become active, currently planned for the June event.
<br><br>
<br><br>
We will be providing more information on how Allegiance Bindstones will work in the June Letter to the Players, but we’d like to take this time to address two questions that were brought up after the In Development Follow-Up article was posted.
We will be providing more information on how Allegiance Bindstones will work in the June Letter to the Players, but we'd like to take this time to address two questions that were brought up after the In Development Follow-Up article was posted.
<br><br>
<br><br>
When determining which towns should receive Bindstones, we made the decision to give a Bindstone to any town that currently has a Meeting Hall. These towns are: Al-Arqas, Al-Jalima, Arwic, Baishi, Cragstone, Eastham, Glenden Wood, Hebian-to, Holtburg, Khayyaban, Lin, Lytlethorpe, Mayoi, Nanto, Qalaba’r, Rithwic, Sawato, Shoushi, Tou-Tou, Tufa, Uziz, Yanshi, Yaraq, and Zaikhal.
When determining which towns should receive Bindstones, we made the decision to give a Bindstone to any town that currently has a Meeting Hall. These towns are: Al-Arqas, Al-Jalima, Arwic, Baishi, Cragstone, Eastham, Glenden Wood, Hebian-to, Holtburg, Khayyaban, Lin, Lytlethorpe, Mayoi, Nanto, Qalaba'r, Rithwic, Sawato, Shoushi, Tou-Tou, Tufa, Uziz, Yanshi, Yaraq, and Zaikhal.
<br><br>
<br><br>
After reading your feedback on our forums regarding this idea, we have decided not to place any restrictions on which monarchs may use the Bindstone. They can be used by an allegiance whether or not the monarch owns a mansion or villa.
After reading your feedback on our forums regarding this idea, we have decided not to place any restrictions on which monarchs may use the Bindstone. They can be used by an allegiance whether or not the monarch owns a mansion or villa.
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'''Treasure Changes, Part IV'''
'''Treasure Changes, Part IV'''
<br><br>
<br><br>
In the April Letter to the Players, we stated that the Treasure work for May would be back-end and not visible to players. This is no longer true – we’ve found ourselves with the opportunity to improve treasure selection in several places.
In the April Letter to the Players, we stated that the Treasure work for May would be back-end and not visible to players. This is no longer true – we've found ourselves with the opportunity to improve treasure selection in several places.
<br><br>
<br><br>
'''Art Items and Casters'''
'''Art Items and Casters'''
<br><br>
<br><br>
We’re moving “art items” (mugs, plates, and the like) and casters into several loot tables where they previously did not exist. This will result in both being found in places where you could not find them before – for example, in May you’ll be able to find casters in the casino golden chests. This will make casting items – as well as certain types of salvage – easier to find. You will also be able to find art items with spells on them, such as a bowl with Alchemy Mastery for example.
We're moving “art items” (mugs, plates, and the like) and casters into several loot tables where they previously did not exist. This will result in both being found in places where you could not find them before – for example, in May you'll be able to find casters in the casino golden chests. This will make casting items – as well as certain types of salvage – easier to find. You will also be able to find art items with spells on them, such as a bowl with Alchemy Mastery for example.
<br><br>
<br><br>
'''“Mundane” Items'''
'''“Mundane” Items'''
<br><br>
<br><br>
This category covers all the “other” things found in loot – spell components, mana stones, healing kits, lockpicks, and potions. These categories of items have not changed much since the early days of Asheron’s Call, and the treasure revisions have only highlighted this.
This category covers all the “other” things found in loot – spell components, mana stones, healing kits, lockpicks, and potions. These categories of items have not changed much since the early days of Asheron's Call, and the treasure revisions have only highlighted this.
<br><br>
<br><br>
To improve the situation, we will be adding new types of mana stones and potions, and low-level healing kits are being improved and renamed. Then we’ll be redistributing all mundane items across different levels of treasure.
To improve the situation, we will be adding new types of mana stones and potions, and low-level healing kits are being improved and renamed. Then we'll be redistributing all mundane items across different levels of treasure.
<br><br>
<br><br>
Healing kits will also now provide more information regarding their effects. Healing kits can provide a bonus to your skill check, or a bonus to the amount you heal, or both. Now you’ll be able to see which is which just by ID’ing the kit.
Healing kits will also now provide more information regarding their effects. Healing kits can provide a bonus to your skill check, or a bonus to the amount you heal, or both. Now you'll be able to see which is which just by ID'ing the kit.
<br><br>
<br><br>
Just as an example, here’s how the changes would affect the types of items you could find in wealth rating 5 treasure, intended for level 80+ characters.
Just as an example, here's how the changes would affect the types of items you could find in wealth rating 5 treasure, intended for level 80+ characters.
<br>
<br>
{{{!}}cellpadding=5 border=2 align=center style=background:#FFFFFF;color:#000000 align=center
{{{!}}cellpadding=5 border=2 align=center style=background:#FFFFFF;color:#000000 align=center
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{{!}}}
{{!}}}
<br>
<br>
In general, we’ve made existing items show up sooner and created new items to fill the gaps at the high end. You’ll note that there are no new lockpicks yet – don’t worry, we’re working on some ideas for interesting high-end lockpicks.
In general, we've made existing items show up sooner and created new items to fill the gaps at the high end. You'll note that there are no new lockpicks yet – don't worry, we're working on some ideas for interesting high-end lockpicks.
<br><br>
<br><br>
'''Chests and Fishing Holes'''
'''Chests and Fishing Holes'''
<br><br>
<br><br>
One effect of the treasure changes is that a number of newbie and low-level chests had their treasure bumped up considerably. This resulted in many newbie chests generating treasure that no newbie could possibly use. We’ve adjusted the loot in many of these chests, and will continue tweaking additional chests in the coming months.
One effect of the treasure changes is that a number of newbie and low-level chests had their treasure bumped up considerably. This resulted in many newbie chests generating treasure that no newbie could possibly use. We've adjusted the loot in many of these chests, and will continue tweaking additional chests in the coming months.
<br><br>
<br><br>
We’ve also adjusted the magical jewelry that could be generated by fishing holes in rare cases. After the treasure revisions, fishing holes were generating jewelry that was much better than intended. We’ll be bringing them back into line in May.
We've also adjusted the magical jewelry that could be generated by fishing holes in rare cases. After the treasure revisions, fishing holes were generating jewelry that was much better than intended. We'll be bringing them back into line in May.
<br><br>
<br><br>
'''Ranged Attack Changes'''
'''Ranged Attack Changes'''
<br><br>
<br><br>
We had originally planned two ranged attack changes for May. After extensive testing, we found that the projectile physics changes did not have the desired results. That change is being held In Development until we’ve finished a working solution.
We had originally planned two ranged attack changes for May. After extensive testing, we found that the projectile physics changes did not have the desired results. That change is being held In Development until we've finished a working solution.
<br><br>
<br><br>
'''Speed / Accuracy Slider'''
'''Speed / Accuracy Slider'''
<br><br>
<br><br>
Currently, the Speed / Accuracy slider for Bow, Crossbow, and Thrown Weapons allows the player to decide whether to attack more quickly at the expense of accuracy, or more accurately at the expense of speed. At the far left of the slider, the attack is fastest but incurs a 50% penalty to the player’s attack skill. At the far right, the attack is slowest but gives a 50% bonus to skill.
Currently, the Speed / Accuracy slider for Bow, Crossbow, and Thrown Weapons allows the player to decide whether to attack more quickly at the expense of accuracy, or more accurately at the expense of speed. At the far left of the slider, the attack is fastest but incurs a 50% penalty to the player's attack skill. At the far right, the attack is slowest but gives a 50% bonus to skill.
<br><br>
<br><br>
We will be decreasing the penalty at the far left side of the slider from 50% to only 40%. The entire slider would then scale evenly from -40% to +50%. This will allow players to fire at maximum speed with a better chance to hit their target.
We will be decreasing the penalty at the far left side of the slider from 50% to only 40%. The entire slider would then scale evenly from -40% to +50%. This will allow players to fire at maximum speed with a better chance to hit their target.
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Currently the Heal Self/Other and Revitalize Self/Other spells are in our opinion slightly weaker than they should be for their levels. We will be tweaking them upwards in May.
Currently the Heal Self/Other and Revitalize Self/Other spells are in our opinion slightly weaker than they should be for their levels. We will be tweaking them upwards in May.
<br><br>
<br><br>
When we initially proposed these changes in the In Development Follow-Up, many players expressed their concern that the increase wasn’t significant enough to make a difference. Based on this feedback we are increasing the return by a greater amount at some levels than we had previously planned.
When we initially proposed these changes in the In Development Follow-Up, many players expressed their concern that the increase wasn't significant enough to make a difference. Based on this feedback we are increasing the return by a greater amount at some levels than we had previously planned.
<br><br>
<br><br>
The initial and new values are listed in the tables below.
The initial and new values are listed in the tables below.
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'''Temple Quest Weapons'''
'''Temple Quest Weapons'''
<br><br>
<br><br>
Since the introduction of the Ixir Zi and Liazk Itzi Temple quests in March and April, we’ve received feedback indicating that several of the reward weapons were underpowered for their intended level.
Since the introduction of the Ixir Zi and Liazk Itzi Temple quests in March and April, we've received feedback indicating that several of the reward weapons were underpowered for their intended level.
<br><br>
<br><br>
After going back and rechecking our calculations, we discovered that many of these weapons were, in fact, not as powerful as we had wanted them to be. Of the melee and missile weapons, only one – the Lance of the Bloodletter – was as powerful as we had intended. In May, all other melee and missile weapons from these two quests, at all levels, will receive improvements.
After going back and rechecking our calculations, we discovered that many of these weapons were, in fact, not as powerful as we had wanted them to be. Of the melee and missile weapons, only one – the Lance of the Bloodletter – was as powerful as we had intended. In May, all other melee and missile weapons from these two quests, at all levels, will receive improvements.
<br><br>
<br><br>
'''Ulgrim’s Bathrobe'''
'''Ulgrim's Bathrobe'''
<br><br>
<br><br>
We received a lot of feedback asking that Ulgrim’s bathrobe no longer cover your feet. A lot of people – a lot of people – wanted to be able to wear bunny slippers with their bathrobe.
We received a lot of feedback asking that Ulgrim's bathrobe no longer cover your feet. A lot of people – a lot of people – wanted to be able to wear bunny slippers with their bathrobe.
<br><br>
<br><br>
As of the May event, the bathrobe will leave the feet slot open. We recommend that folks not wear the bathrobe during the patch. If you do so, you will have to relog to be able to put any items on your feet.
As of the May event, the bathrobe will leave the feet slot open. We recommend that folks not wear the bathrobe during the patch. If you do so, you will have to relog to be able to put any items on your feet.
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'''Content Revisions'''
'''Content Revisions'''
<br><br>
<br><br>
As we stated in the April Letter to the Players, in May we will be revising the Palenqual’s Living Weapons quest. One note in advance – any already-created Living Weapons will receive an upgrade, but this upgrade will include a wield requirement of 250 base skill.
As we stated in the April Letter to the Players, in May we will be revising the Palenqual's Living Weapons quest. One note in advance – any already-created Living Weapons will receive an upgrade, but this upgrade will include a wield requirement of 250 base skill.
<br><br>
<br><br>
We recommend that any character with an existing Living Weapon not be wielding the weapon during the event if the character does not meet the new wield requirement. If you do log in wielding a weapon and you do not meet the requirements, the weapon will be unwielded. It will be moved to your backpack if you have an open slot, otherwise it will drop on the ground.
We recommend that any character with an existing Living Weapon not be wielding the weapon during the event if the character does not meet the new wield requirement. If you do log in wielding a weapon and you do not meet the requirements, the weapon will be unwielded. It will be moved to your backpack if you have an open slot, otherwise it will drop on the ground.
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'''Town Revisions'''
'''Town Revisions'''
<br><br>
<br><br>
We’ll be making the following changes to towns across Dereth in May:
We'll be making the following changes to towns across Dereth in May:
<br>
<br>
:* The portal drops for many towns will be moved to more convenient locations, similar to the changes that have already been made to Shoushi, Yaraq, and Holtburg.
:* The portal drops for many towns will be moved to more convenient locations, similar to the changes that have already been made to Shoushi, Yaraq, and Holtburg.
:* Many towns will be receiving more convenient Lifestones.
:* Many towns will be receiving more convenient Lifestones.
:* Most Meeting Halls have been moved to more convenient locations.
:* Most Meeting Halls have been moved to more convenient locations.
:* Distribution of mundane items – see Treasure Revisions above – will be based on the level of the town’s surrounding content. The greater the level of the town’s surrounding content, the better the items that the vendors will sell.
:* Distribution of mundane items – see Treasure Revisions above – will be based on the level of the town's surrounding content. The greater the level of the town's surrounding content, the better the items that the vendors will sell.
:* Scriveners have been added to several towns. Also, the scriveners in Uziz and Sawato now sell level 4 spells instead of level 5 spells, as the surrounding content is intended for low-level characters.
:* Scriveners have been added to several towns. Also, the scriveners in Uziz and Sawato now sell level 4 spells instead of level 5 spells, as the surrounding content is intended for low-level characters.
<br>
<br>
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'''Buffing Improvements – Item Magic'''
'''Buffing Improvements – Item Magic'''
<br><br>
<br><br>
After accelerating the casting time of Creature and Life buffs, we’ve begun work on the most frequently requested Buffing improvement: Item buffs.
After accelerating the casting time of Creature and Life buffs, we've begun work on the most frequently requested Buffing improvement: Item buffs.
<br><br>
<br><br>
Currently, our plans call for the development of new Item Magic spells which, when cast, will redirect to each piece of armor that you are wearing. Only Self versions of these spells would be introduced. These spells also would not redirect to your clothes.
Currently, our plans call for the development of new Item Magic spells which, when cast, will redirect to each piece of armor that you are wearing. Only Self versions of these spells would be introduced. These spells also would not redirect to your clothes.
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'''PvP Weapon Changes'''
'''PvP Weapon Changes'''
<br><br>
<br><br>
In June we are looking at rebalancing the Weeping Weapons. We would also like to introduce an Aegis-like ability that can be added to loot missile weapons and casters. More details on these ideas can be found in our Future of PvP article and we will be presenting more specific information in the June Letter to the Players or sooner if possible.
In June we are looking at rebalancing the Weeping Weapons. We would also like to introduce an Aegis-like ability that can be added to loot missile weapons and casters. More details on these ideas can be found in our [[The Future of PvP|Future of PvP article]] and we will be presenting more specific information in the June Letter to the Players or sooner if possible.
<br><br>
<br><br>
'''Content Revisions'''
'''Content Revisions'''
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In June we plan on several major content revisions:
In June we plan on several major content revisions:
<br>
<br>
:* We plan to revise the Gaerlan quest. We’d like to simplify some aspects of the quest, remove many of the existing shortcuts and exploits, adjust the rewards and if possible add a new tier of reward.
:* We plan to revise the Gaerlan quest. We'd like to simplify some aspects of the quest, remove many of the existing shortcuts and exploits, adjust the rewards and if possible add a new tier of reward.
:* We will also be making major revisions to Marae Lassel. We will be targeting the island for a range of characters from newbie to high, with the possibility of some extreme quests, and we’ll be changing the landscape spawns and quests to match. In addition, the towns on Marae Lassel will be retouched in a manner similar to the recent revisions to Yaraq, Holtburg, and Shoushi.
:* We will also be making major revisions to Marae Lassel. We will be targeting the island for a range of characters from newbie to high, with the possibility of some extreme quests, and we'll be changing the landscape spawns and quests to match. In addition, the towns on Marae Lassel will be retouched in a manner similar to the recent revisions to Yaraq, Holtburg, and Shoushi.
<br>
<br>
'''In Concept'''
'''In Concept'''
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:* Sho characters start with Unarmed Combat trained.
:* Sho characters start with Unarmed Combat trained.
:* Aluvian characters start with Dagger and Assess Person trained.
:* Aluvian characters start with Dagger and Assess Person trained.
:* Gharu’ndim characters start with Staff and Item Tinkering trained.
:* Gharu'ndim characters start with Staff and Item Tinkering trained.
<br>
<br>
Unless a player plans on using Dagger or Unarmed Combat, there is a strong incentive to choose Gharu’ndim – Item Tinkering. Putting experience into any Tinkering skill allows you to gain more salvage when using an Ust on an item. The ability to gain more salvage by putting experience into a free racial skill is very valuable. Assess Person in comparison is not very useful, and Sho characters have no additional racial skill at all.
Unless a player plans on using Dagger or Unarmed Combat, there is a strong incentive to choose Gharu'ndim – Item Tinkering. Putting experience into any Tinkering skill allows you to gain more salvage when using an Ust on an item. The ability to gain more salvage by putting experience into a free racial skill is very valuable. Assess Person in comparison is not very useful, and Sho characters have no additional racial skill at all.
<br><br>
<br><br>
Our proposed solution to this imbalance is the introduction of a new skill: Salvaging. This skill would count as a Tinkering skill for purposes of gaining salvage from an Ust, but would have no other use.
Our proposed solution to this imbalance is the introduction of a new skill: Salvaging. This skill would count as a Tinkering skill for purposes of gaining salvage from an Ust, but would have no other use.
<br><br>
<br><br>
We could introduce this as free skill for all new characters regardless of race (similar to Run and Jump). Alternately, we could give it only to Sho and Aluvian characters as having it on a Gharu’ndim character would be redundant.
We could introduce this as free skill for all new characters regardless of race (similar to Run and Jump). Alternately, we could give it only to Sho and Aluvian characters as having it on a Gharu'ndim character would be redundant.
<br><br>
<br><br>
This concept is still very much in discussion. We will provide more information and request specific feedback when it enters development.
This concept is still very much in discussion. We will provide more information and request specific feedback when it enters development.
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We are also investigating improvements to the Ust that would allow it to salvage items of different material types at the same time. Our goal with this is to make salvaging less tedious for players.
We are also investigating improvements to the Ust that would allow it to salvage items of different material types at the same time. Our goal with this is to make salvaging less tedious for players.
<br><br>
<br><br>
Both of these ideas are still in very rough draft form, we’ll be providing more details as we continue development on them.
Both of these ideas are still in very rough draft form, we'll be providing more details as we continue development on them.
<br><br>
<br><br>
'''Changes to Armor Imbues'''
'''Changes to Armor Imbues'''
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{{Turbine Games
{{Turbine Games
  |  Link = http://ac.turbinegames.com/index.php?page_id=242
  |  Link = <nowiki>http://ac.turbinegames.com/index.php?page_id=242</nowiki>
  | Title = Crafting Changes
  | Title = Crafting Changes
  |  Text =  
  |  Text =  
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Over the last several months, we have received increasing complaints regarding crafting money macros. These macros could be seen clapping their hands outside shops in many towns.
Over the last several months, we have received increasing complaints regarding crafting money macros. These macros could be seen clapping their hands outside shops in many towns.
<br><br>
<br><br>
In the April event, we made changes to eliminate the usefulness of two of the most popular macroed craft items: applesauce and potions. However, new macros have sprung up in their wake. Recently the number of macroing characters – and complaints about these macros – has increased dramatically. In addition, we recently had an incident in which one player’s use of multiple macroing characters on multiple accounts actually destabilized one of our game servers.
In the April event, we made changes to eliminate the usefulness of two of the most popular macroed craft items: applesauce and potions. However, new macros have sprung up in their wake. Recently the number of macroing characters – and complaints about these macros – has increased dramatically. In addition, we recently had an incident in which one player's use of multiple macroing characters on multiple accounts actually destabilized one of our game servers.
<br><br>
<br><br>
It has become clear that further action is necessary, particularly as we prepare to open the new world Verdantine. In the past, we have identified and fixed macroed tradeskill interactions as they were discovered. Unfortunately, the cycle of macro – nerf – find new macro could go on for much longer. Any changes to vendor buy/sell rates could introduce a new problem.
It has become clear that further action is necessary, particularly as we prepare to open the new world Verdantine. In the past, we have identified and fixed macroed tradeskill interactions as they were discovered. Unfortunately, the cycle of macro – nerf – find new macro could go on for much longer. Any changes to vendor buy/sell rates could introduce a new problem.
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We have decided after much discussion to solve this issue with a larger change. Starting with the June event, it will no longer be possible to sell any crafted items to vendors. This affects all crafted items. Potions, arrowheads, food – it will no longer be possible to sell any of these items to vendors. This is true even if the item was not originally crafted by a player. For example, ordinary arrows can be crafted by players; therefore no arrows – player-crafted or otherwise – are sellable.
We have decided after much discussion to solve this issue with a larger change. Starting with the June event, it will no longer be possible to sell any crafted items to vendors. This affects all crafted items. Potions, arrowheads, food – it will no longer be possible to sell any of these items to vendors. This is true even if the item was not originally crafted by a player. For example, ordinary arrows can be crafted by players; therefore no arrows – player-crafted or otherwise – are sellable.
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It is important to note that this we made this as a sweeping global change to ensure that we didn’t miss anything. It is possible that specific cases will turn up that will require us to make some items sellable again. In addition, we are continuing to look for alternate solutions to the issue.
It is important to note that this we made this as a sweeping global change to ensure that we didn't miss anything. It is possible that specific cases will turn up that will require us to make some items sellable again. In addition, we are continuing to look for alternate solutions to the issue.
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While this is a major change, we believe that it will not impact the majority of our players. Crafted items, for the most part, are created for use in the field or for trading to other players. Players who craft items for these purposes should not see any difference.
While this is a major change, we believe that it will not impact the majority of our players. Crafted items, for the most part, are created for use in the field or for trading to other players. Players who craft items for these purposes should not see any difference.
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{{Turbine Games
{{Turbine Games
  |  Link = http://ac.turbinegames.com/index.php?page_id=243
  |  Link = <nowiki>http://ac.turbinegames.com/index.php?page_id=243</nowiki>
  | Title = PvP Weapon Changes
  | Title = PvP Weapon Changes
  |  Text =  
  |  Text =  
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All missile Weeping weapons will have their non-spell defense modifiers removed, but the special Item Enchantment spell on the Weeping weapons that boosts the defense modifier by 18% will remain. The base damage modifier for the Weeping bow has been increased, while the base damage modifiers for both the atlatl and the crossbow have been decreased. Weeping Bow damage is now comparable with Weeping Sword; Weeping Atlatl and Crossbow damage now more closely correlates to that of the Weeping Axe and Mace.
All missile Weeping weapons will have their non-spell defense modifiers removed, but the special Item Enchantment spell on the Weeping weapons that boosts the defense modifier by 18% will remain. The base damage modifier for the Weeping bow has been increased, while the base damage modifiers for both the atlatl and the crossbow have been decreased. Weeping Bow damage is now comparable with Weeping Sword; Weeping Atlatl and Crossbow damage now more closely correlates to that of the Weeping Axe and Mace.
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We are looking at decreasing the shield-hollow effects of the Weeping Weapons. Currently melee and missile Weeping Weapons ignore 100% of the AL of the target’s shield. We are considering decreasing this to 90% so that there is now some reason to use a shield when fighting an opponent using these weapons.
We are looking at decreasing the shield-hollow effects of the Weeping Weapons. Currently melee and missile Weeping Weapons ignore 100% of the AL of the target's shield. We are considering decreasing this to 90% so that there is now some reason to use a shield when fighting an opponent using these weapons.
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Weeping Wands will have their non-spell Mana Conversion modifiers reduced to 1%. The special Item Enchantment spell on the Weeping Wand that boosts the Mana Conversion percentage will remain. The Hunter’s Lash spell found on the Weeping Wand will have a wider damage range of 70-180 (formerly 110 – 180). The Human Slayer on the Weeping Wand is not being changed.
Weeping Wands will have their non-spell Mana Conversion modifiers reduced to 1%. The special Item Enchantment spell on the Weeping Wand that boosts the Mana Conversion percentage will remain. The Hunter's Lash spell found on the Weeping Wand will have a wider damage range of 70-180 (formerly 110 – 180). The Human Slayer on the Weeping Wand is not being changed.
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'''Hollow Weapons'''
'''Hollow Weapons'''
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Conclusion
Conclusion
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In general, we have tried to improve all Hollow, Deadly Hollow, and Phantom weapons so that they will be more useful in today’s PvP combat. Although the Weeping Sword, Atlatl, and Crossbow will see a slight reduction in damage, all other Weeping Weapons will have increased damage, making them more competitive than they were previously. The difference in damage across all weapon classes in PvP combat will continue to scale from sword (the highest or most damaging) down to dagger (the lowest or least damaging), but the differences between these weapons is now greatly reduced.
In general, we have tried to improve all Hollow, Deadly Hollow, and Phantom weapons so that they will be more useful in today's PvP combat. Although the Weeping Sword, Atlatl, and Crossbow will see a slight reduction in damage, all other Weeping Weapons will have increased damage, making them more competitive than they were previously. The difference in damage across all weapon classes in PvP combat will continue to scale from sword (the highest or most damaging) down to dagger (the lowest or least damaging), but the differences between these weapons is now greatly reduced.
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Looking to the future, we have a lot in store for higher wield-requirement weapons and casters, as well as new types of imbues. The ability to find and tinker loot-generated weapons and casters that are comparable to or better than the Weeping Weapons is in-concept currently.
Looking to the future, we have a lot in store for higher wield-requirement weapons and casters, as well as new types of imbues. The ability to find and tinker loot-generated weapons and casters that are comparable to or better than the Weeping Weapons is in-concept currently.

Revision as of 00:58, 7 April 2012