About: Announcements - 1999/11 - Release   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

AttributesValues
rdfs:label
  • Announcements - 1999/11 - Release
dcterms:subject
dbkwik:asheron/pro...iPageUsesTemplate
Previous
  • Announcements - Asheron's Call Beta
Date
  • 1999-12-01(xsd:date)
  • --11-23
Text
  • --11-23
  • I'll wrap this up with a brief overview of some of the changes being worked on for our next update. While we've focused our efforts on creating a compelling event, we've also made some improvements to the game. Highlights of this update are:
  • I'll can the chatty banter for this update and get to the heart of the matter.
  • It seems worth taking some time to explain how these changes came about.
  • We understand that in some cases -- particularly for Life Mages -- this has a significant effect on how you approach playing the game. We're sorry that we had to make these changes, but they were necessary to ensure that the game remain fun and balanced for everyone over the long haul.
  • --Chris Foster, a.k.a. “Slapp"
  • :* Spell resistances were underutilized by monsters, making any projectile spell as useful as any other, and removing a tactical element from spellcasting. :* Given the extreme ranges of Drain and Harm spells, Life Mages were nearly powerful enough to make War Mages obsolete. Life Magic was always intended to be best at giving life, not taking it. :* Enchanters were finding that higher-level spells added little benefit, making their schools of magic less appealing. :* Complex Portal Spells were very easy to learn, devaluing something that should have a been a mark of distinction among powerful Enchanters.
  • We've spent the past month or so figuring out how to address the situation -- and a good chunk of that time trying to decide if we should address it at all. We've been tempted to leave things be, but decided that we'd be risking a worst-case situation where every non-mage was frustrated by their disadvantages and every mage became bored with how easy the game was to them.
  • In the future, we will be looking at the results of these changes, and also at other issues that affect balance, such as availability of treasure, balance between different melee weapons, and ability to exploit AI in certain situations. However, there are two guidelines that will shape how we approach all of these concerns:
  • A Question of Balance
  • Careful Changes
  • Future Improvements
  • Goals Desired, Goals Not Achieved
  • :* With our first update, we made a priority of addressing the most severe imbalances first -- particularly where the changes would end up lowering a player's power. Aside from resolving exploits, our priority going forward is to make changes that only add benefits to players, not take them away. :* We are not going to rush these changes. It's much more damaging to have to make multiple changes to a system due to lack of understanding of the problem. We will look carefully at the issues at hand, test our solutions thoroughly, and try to do them once and only once. We will not allow a situation where your power levels fluctuate wildly over the course of the game.
  • On the Horizon: Our Next Update
  • The Tough Decision
  • :* Monster AI will be getting a slight upgrade, to improve monsters' ability to plan tactics, use enchantments, and respond to attacks. :* Miscellaneous tweaks have been made to improve monster balance. :* Vendors will be able to purchase cooking items, and will sell more alchemy and fletching items. :* A rare case that could cause your client to crash or freeze has been fixed. :* Our ongoing storyline is beginning.
  • The decision was made to alter game balance for mages in the following ways:
  • Those were some of our many goals for the magic system. Unfortunately, as our Beta cycle wrapped up, we realized that we had not accomplished these goals nearly as well as we'd hoped.
  • Finally, I want to ensure our commitment to improving Asheron's Call. It was a long, hard road bringing this game to fruition, and we're going to keep working to refine it. The best is yet to come.
  • That said, we acknowledge that the balance between mages and other professions may still not be as good as we want it to be. Given the many elements that determine how effective a mage is, the way magic behaves differently at different levels, and the many different approaches players take to each school of magic, the perfect balance point is devilishly difficult to determine.
  • Should these balance issues have been addressed sooner? In a perfect world, they would have been, but the discrepancies between professions only became crystal clear to us towards the end of Beta. We realized then that we had missed some vital game-balance information -- but by that time, we were in the middle of the game's “Release to Manufacturing" process, a long, multi-week process that could only be derailed for the most catastrophic of bugs.
  • When the magic system for the game was being designed, it had some clear intentions:
  • The sum total of these concerns was that mages were less interesting to play than we'd wanted, and in some cases, much more powerful than other classes.
  • :* In the last update, Magic Resistances were added to monsters, making War Mages stop to choose the proper spells when attacking their foes. :* In the last update, Drain and Harm spells had such great range that they let Life Mages strike at foes with impunity, leaving War Mages in the dust. Reducing their range returns these spells from the main benefit of Life Magic to a side benefit, and returns Life Magic to its original intent: a means of providing healing, regeneration, and protection. :* In order to provide greater benefits to enchanters, we lengthened the durations of higher-level Enchantments. :* Advanced portal spells were increased in difficulty, making it harder for low-level Enchanters to cast them.
  • :* to provide a fair alternative for combat that required somewhat more thought and planning; :* to provide schools of magic that worked well in concert with other skill sets or other characters; :* to create areas of overlap between schools of magic, where each school had its strengths and weaknesses.
  • So we needed to take action. What to do? One thought was to leave mages the way they were, and give everyone else a commensurate power boost. The problem with that solution is that non-mages, in general, are balanced properly against the difficulties of monsters and encounters in the game, and against the levels of treasure and experience points in the game. If we boosted their abilities, then all of that other data would become unbalanced, and we'd end up having to revise everything in the game. And that's just not practical.
  • We've received many complaints regarding the changes to mages. People who had invested many hours into certain professions have had their characters' power levels drop suddenly. Foes who had been easy kills had suddenly become a challenge. Players who ruled the landscape now find themselves less effective as solo players.
  • That left us with one option: lower the power of some mages. This is something we approached very, very carefully , because we know how much it stinks to have your abilities knee-capped in the middle of the game.
Link
Title
  • The Spin from Turbine
  • DETAILS OF THE 11/23/1999 UPDATE
NEXT
  • Announcements - 1999/12 - Sudden Season
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software