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Zone Chat Log 03/14/2000
+MrQuazarr@Zone> Welcome to the Asheron's Call Developer's Chat. We will begin at 5 pm Pacific. Current Time: 3:45 pm Pacific.
+MrQuazarr@Zone> The AC Developer's Chat will begin in about 5 minutes
Dave@turbine> Hi all
amr@Turbine> greetings and salutations!
+MrQuazarr@Zone> Thank You for coming to our monthly AC Developer Chat.
+MrQuazarr@Zone> A few ground rules before we begin.
+MrQuazarr@Zone> We ask that you have your questions pre-typed in notepad and ready to copy and paste when your turn is up.
+MrQuazarr@Zone> This will help get through the most people possible
+MrQuazarr@Zone> We also ask that you only ask one question. The developers will only answer the first question that you ask.
+MrQuazarr@Zone> This too is so we can allow the greatest number of people a chance to ask questions.
+MrQuazarr@Zone> With that said, I would like to turn the floor over to Scott Herrington, Producer of Asheron's Call.
Scotth@Turbine> Hey, great to see you all here! We've got people from all the different departments at Turbine (programming, art, community, production, and design) so hopefully, we should be able to answer your questions.
Scotth@Turbine> I'll let each of the people introduce themselves as they answer your questions...
Scotth@Turbine> so without further delay, let's begin!
Scotth@Turbine> Who's up first?
latwonder> woohoo....im #1, (hi mom), hello, considering how there are now a lot of people level 40+, what are your plans for making dungeons/quests or more enemies suited to 'high' level people as well?<ga
+MrQuazarr@Zone> Hi latwonder
cfoster@Turbine> Hi latwonder. Hi all.
Scotth@Turbine> Ladies and Gentlemen, Lead Designer of AC: Chris Foster....
sean@Turbine> *cheer*
cfoster@Turbine> *bow deep*
cfoster@Turbine> We're working hard to balance content across ALL levels of players, from hardcore L33t players, to the more casual folks.
cfoster@Turbine> Many of our quests have been aimed at higher levels, but we're now looking for ways to produce adventuring opportunities for players across the world, instead of in specific areas.
cfoster@Turbine> You should see a wider mix of experiences in future updates.
cfoster@Turbine> (done)
GreenNun> I know that its hard to figure out and balance spawn areas, but what is up with the dires spawns these days? Almost everything is silver rats, ash gromnies, ect and huge groups of monsters. Will this be changed? If not, why not?
GreenNun> yay house shoku!
Scotth@Turbine> Actually, the spawns in the dires are random...
Scotth@Turbine> it got fixed from the bugged spawns a bit ago
Scotth@Turbine> but lord knows, Jesse like to tweak dires spawns so they make the proper stuff
Scotth@Turbine> erm... "Jesse'd" like to tweak the spawns...
amr@Turbine> *tweak*
Scotth@Turbine> so, yeah, we are looking at it and will tweak it
cfoster@Turbine> Jesse like things! Jesse l33t!
Scotth@Turbine> (done)
cfoster@Turbine> (double done)
+MrQuazarr@Zone> Hi Leviathen1.
Leviathen1> hi :) it's kind of a long question :) *hopes he isnt fostered*
Scotth@Turbine> oooooo
cfoster@Turbine> *readies fostering ray*
Leviathen1> page 52 of the manual states "swords are, according to many fighters, the finest of all weapons. They are quicker and ligher than axes, do more damage than aggers, and can both slash and stab. They are more difficult to learn than other weapons,
Leviathen1> however, and are more likely to inflict minor grazes and nicks, than say, a battle axe or morning star" with that said sword is the most expensive melee skill, the free dagger skill has the 8-9 ghertas dagger which makes all melee weapons pale when compa
Leviathen1> damage weapons and has a 50% rather than the 25% damage range of swords, staff has the very nice damage range of the atlan staff, unarmed has hamund's katar which has comperable stats to the best unarmed weapon and usable
Leviathen1> spells (even if they are only II's and III's as a level 37 blademaster i can use the magic if im buffed with creature VI's), bow users have the railgun err 112% yumi+coord bonus+150%skill dial-a-crit bar. while sword
Leviathen1> users have the ungodly slow even after high level SK still horrible damage spread overlord sword, and the midrange damage YourNeverGonnaUseTheSpellsOnThisSwordTillYouCanGetLootRightsOnANobleAndWontNeedItAnyMore soll.
Leviathen1> so i guess my question is at what point does sword live up to it's skill cost as very powerful after you struggle enough, since 260ish sword skill doesnt seem to fall into that range of you worked your tail off to get here now
cfoster@Turbine> Does this question come with footnotes? :)
Leviathen1> enjoy it range yet and after item it's flat out the worst weapon as far as damage goes, only getting worse and worse as it goes if it *does* manage to hit since unlike unarmed (which still has a hard time hitting) swords
Leviathen1> dont come almost standard with +'s to attack/meleeD. or if it is doomed to be one of the worst melee skills will people who trained/spec'd be getting back skill points
Leviathen1> lol
Leviathen1> sorry it was so long :)
amr@Turbine> 42
cfoster@Turbine> Yes.
cfoster@Turbine> :)
Scotth@Turbine> Oh... that's it? jeeez, I thought it was going to be a long question
cfoster@Turbine> Wait, I'm still waiting for my T1 to finish downloading it...
Scotth@Turbine> Well, the manual says that "swords are, according to many fighters, the finest of all weapons"....
Scotth@Turbine> it doesn't say they necessarily ARE the best weapons
Scotth@Turbine> The differences between a sword and another weapon
Scotth@Turbine> fluxuate with the quality of weapon, and the enchantements put on it
cfoster@Turbine> (short answer -- between us we do not have the collective brain cells to answer your complex question at this time.)
Scotth@Turbine> so, on a general note, the sword is stronger than a dagger...
cfoster@Turbine> (Scott's tapdancing to the contrary... :)
Scotth@Turbine> but, like all rules in life, there are tons of exceptions to the rule
amr@Turbine> in general axes do have a "tighter" damage variance than swords, i believe
Scotth@Turbine> thanks for the support Chris...
cfoster@Turbine> Lp
cfoster@Turbine> :P
Scotth@Turbine> Swords also have the benefit of doing two types of damage
Scotth@Turbine> (done)
_SK_Picollo_L_> I was just wondering if you were ever going to do a creature 'charming' system. (a new skill, to be able to 'charm' mosters to follow you, use them as 'mules'.) Come in handy as fighting partners too. I have the WHOLE system worked out (sorta). . .
_SK_Picollo_L_> (I know, far too much time on my hands) Specialty foods/whistles for different creatures. And did the update say something about new emotes? Where can we learn them? (I know that's two questions, i cheated hehe) *blinks innocently*
_SK_Picollo_L_> by the way.. yer game's too addictive.. it should be illegal ;)
_SK_Picollo_L_> GA
Scotth@Turbine> erm....
Scotth@Turbine> here's Foster!
Scotth@Turbine> he'll be your personal mule!
cfoster@Turbine> We'd like to add support for "pets," "familiars" or such in the future. The rules for them aren't too hard, but making their behavior sensible (i.e. walking, moving, following your orders) are much trickier. As such they're danged costly to implement.
cfoster@Turbine> We'll see as we look to future events and updates. (done)
Scotth@Turbine> I'm trying to balance development resources between the events and new cool stuff like this...
Scotth@Turbine> (done)
+MrQuazarr@Zone> Hi geniusclown, what can we answer for you?
Scotth@Turbine> Great name...
Dave@turbine> I agree
+MrQuazarr@Zone> hi Ceazar.
Ceazar_AC> Hi :)
Ceazar_AC> The current magic D system is akin to sending a warrior naked into an Olthoi cave. It's been five months since the game went retail, PvM Magic D is still perceived as broken and you still send warriors naked into magic battles.
Ceazar_AC> Since armor and shields have been ruled out as ways to reduce damage from magic attacks when can we expect to see magic D reworked so that it is actually a defense instead of just a place to throw away experience points?
Ceazar_AC> Great game anyway :) (Done)
cfoster@Turbine> Ceazar, the problem has always been balancing PvM magic defense without upsetting PvP balance.
cfoster@Turbine> There are ways to do it, but it's a precarious balancing act, and one we need enough time to do well.
cfoster@Turbine> Believe me, m-d is a top priority. (done)
Greesil> Over the last two events it seems as if you have decided a good way to have a quest is to let players search for many hours for pieces of a prize. Will most future seasons likely include quests like this?
cfoster@Turbine> Hi Greesil.
Greesil> um yay house shoku
cfoster@Turbine> A big challenge has been dealing with crowding and camping of existing quests. We added one major new feature -- quest flags -- which deals with people who REPEAT quests indefinitely, clogging them.
cfoster@Turbine> However, "distributed camping" is a solution to a slightly different problem: how quickly people funnel into a quest.
cfoster@Turbine> (This is a long answer...)
Scotth@Turbine> rightfully so
cfoster@Turbine> Relying on random tokens slows down the flow of people into a quest -- which, while frustrating at times, improves the quality of the quest for players who do get into it.
cfoster@Turbine> The question is: now that we have quest flags -- which also let us speed up respawns on quest-items, speeding travel through quests -- do we still need distributed camping?
cfoster@Turbine> I'd like to think so, but we're gonna have to do some test cases. Watch this space. (done)
Scotth@Turbine> Way to go Foster
Scotth@Turbine> That's the most he's typed all week
cfoster@Turbine> I got blisters on my fingers!
Twists> Greetings Microsoft has announced that the gamers in Germany will get Asherons Call around may this year. That's why i have a simple question. I guess that you (¿Microsoft?) will also put new servers to the zone.
Twists> If you do so, which season (in game) could it be? The first season or the present one with the thousands of shadows around dereth? Twist...www.asheron.de
cfoster@Turbine> Gotta check out that website...
cfoster@Turbine> Hi Twists. Trust me, it's complicated enough having one world-state to manage during our monthly events.
cfoster@Turbine> So we'll be keeping all the worlds on the same event-schedule. If we keep making events cooler, you won't even feel like you missed anything!
cfoster@Turbine> (sorry, I got all TV-commercial-sounding...)
cfoster@Turbine> (done)
+MrQuazarr@Zone> WarJammer you there?
WarJammer> why is it that people 30 levels lower than my archer and half the skill in biow and coord can still do the same if not more damage than me?
+MrQuazarr@Zone> Hold tight please fjummer
cfoster@Turbine> have you angered Bael'Zharon? :)
cfoster@Turbine> The systems have so many variables, that there are plenty of ways for players with those two identical stats to be different.
cfoster@Turbine> Different bows, for example. Or enchantments on bows and arrows. Your speed/accuracy setting has a BIG effect.
cfoster@Turbine> And randomness has a factor, with critical hits being a major contributor.
cfoster@Turbine> Sorry I don't have more specific answers -- it's hard with just those two stats. (done)
+MrQuazarr@Zone> Thanks for waiting fjummer, GA
fjummer> Hiya, Question,will you make a reply hotkey in this game to prevent all these mistells?you know,so when a player tells you then you just push ONE key and chatmode opens up and allready have written @tell'name of last person that talked to you', ...
fjummer> suggestion:if we could add a number from 1 to 12 to the friends in friendlist,,then if we pushed SHIFT F1-F12 the chatmode would open up and allready have written the following,, @tell 'friendname 1-12', fzuul of frostfell from denmark
fjummer> ga
cfoster@Turbine> Neat UI idea!
cfoster@Turbine> We'll consider different ways to control your chat target. It does get irritating at times.
cfoster@Turbine> (done)
ferryman_charon> Hi guys, and Thx for taking the time out of your schedules to answer our questions, this does mean a lot to your players. The new models are beautiful, and the golems are VERY nice (wood golem reminds me of pumpkinhead,love that headbutt attack)
ferryman_charon> QUESTION : Are there any plans to modify the current system regarding "specialization", which currently, has "only" a 12 or so skill point lead over trained skills. The argument(and quite valid) is that 12 point lead in spec'd skills, is nothing, compared
ferryman_charon> ack, paste error
cfoster@Turbine> sorry, you're disqualified. :)
ferryman_charon> The argument(and quite valid) is that 12 point lead in spec'd skills, is nothing, compared to having another entire skill , I.E Id rather have Life spells (vulns), than just 12 extra pts of axe/bow/sword/arcane.(done)
ferryman_charon> done.
cfoster@Turbine> Just a sec. We're making up an answer here...
amr@Turbine> *nod*
amr@Turbine> it's not just the 12 point lead, if i understand you right...
amr@Turbine> it's also that spec'd skills reduce the curve of the xp cost
amr@Turbine> there's a more dramatic effective at the very high skill levels
amr@Turbine> we are investing making the benefits more tangible at the lower level, though
amr@Turbine> it's a bit tricky... (done) ;)
xaMMax> Hey Turbine! Let me begin by telling you that you have and are making a great game,...
xaMMax> ...however, I personally don't think there are near enough of those fab walls I can shoot through. Do you have any plans to implement this great feature in the rest of the dungeons next patch?
xaMMax> Make sure though, that melee people can hit through the wall also, then *everyone* can be as cheesy as life mage drainers! BALANCE AT LAST!
cfoster@Turbine> Finally, a rational player! :)
Scotth@Turbine> hmmm... Note to self: "need to fix the walls tomorrow"
cfoster@Turbine> We clean up the most, um, "advantageous" areas as they're found.
cfoster@Turbine> (done)
Micronic> Thank you for a fun game. My question concerns unarmed combat vs. other melee combat. Although the last build addressed non-unarmed warrior, there still exists unresolved balance issues. Players and Monsters who use unarmed are still out-performing
Micronic> Monsters and Players who use Weapons. I would like to see a closure of Unarmed vs. Non-unarmed. If you think unarmed combat is in balance, then please watch an unarmed warrior use Item magic and Platemail Gauntlets or when an unarmed warrior
Micronic> uses any one of their seven damage type weapons. Also watch monsters without weapons deal nearly twice the damage of the very same monster wielding a weapon AND attacking much faster with unarmed.
Micronic> My question is this: When will the non-free, more expensive melee skills be brought up beyond Unarmed? (Yes beyond, since this is a skill based game in which 'costs' are reflected via skill expense, Unarmed = Zero cost for Sho)
Micronic> Done :)
cfoster@Turbine> I think I've read all of your question... :)
cfoster@Turbine> Short answer: we've been concentrating on balance between melee and other classes, and will be adjusting balance between melee classes after that's locked down.
cfoster@Turbine> If we do too many tweaks at once, it's hard to say what's affecting what.
cfoster@Turbine> Oh, and make that "melee skills" instead of "melee classes"
cfoster@Turbine> sorry, I've been away a lot lately. :) (done)
sulama> Hi there, I'm a level 35 support mage pretty much at the end of my development because I chose to specialize life, creature, and mana conversion, thinking I wanted depth of skill rather than breadth...
sulama> My original question was to do with specialization and making it worth more, but Charon got to it first, so I have a backup [btw, the math on the xp to skill point curve works out that the difference LESSENS over time, not increases (from 15 points t
sulama> My only option for levelling is to drain. If I fellowship I either don't get any xp or take it all, but if I stay out of a fellowship and just (de)buff I'd make my next level sometime in 2001.
sulama> (btw, that's from 15 points to 12 points)
sulama> Is there a plan to adjust the fellowship xp so it recognizes *everyone's* contribution in a fairer fashion?
sulama> nice water golems Sean :)
sulama> all done
cfoster@Turbine> just a sec...
cfoster@Turbine> We've got a fix to fellowship XP in development. It should make things fairer all around.
cfoster@Turbine> We found two rules that, when combined, caused the imbalances. Re-ordering how they interacted should fix the problem.
cfoster@Turbine> (done)
SirXavier1> Hello.
SirXavier1> I'm sure you all already know what Im going to ask, and I am sure I already know the answer. But hey I want a firmer answer, so. What, if any , ideas are being tossed around for "fixing" war magic in PvP. We all know how bad war magic is in PvP.
Scotth@Turbine> Good evening
cfoster@Turbine> Hiya!
cfoster@Turbine> Ladies and gents, it's Nei!
nei@turbine> hullo
cfoster@Turbine> (one of our content designers, and yo-yo kingz)
nei@turbine> xav... i've been tossing around a bunch of spell ideas to help war deal with the runners/movers
nei@turbine> faster, spread out, and overall kinda nifty
nei@turbine> if they come to fruition and prove to be balanced
nei@turbine> (can't type) .... to be balanced, then we'll get them in. if not, we'll go back to looking at war balance
nei@turbine> done
cfoster@Turbine> nei r0XX0rz w1d th3 ph4t id33z!
game316> hi guys. love the patch. drudges look way cooler =)
game316> my question is on the atlan weapon
game316> my alchy guy had 250+ and i had 275+ in sword but i still got a superior atlan sword why?
nei@turbine> back again...
Scotth@Turbine> Btw, Nei is the guy behind the altan weapons...
nei@turbine> the reason for that is that it's not a set number that gets checked when the weapon is made.
nei@turbine> a roll is made against the weapon/alchemy skill and if it succeeds, you get the goods, if not, you're going to get the lower quality one
nei@turbine> done.
grosser_Nagus> Greetings. Thank you Turbine, you made a real great game, I enjoy very much. But as it is 3 a.m. where I live and I have to work tommorow, erm, today, I will come to the point directly now. :-))) ...
grosser_Nagus> Chris, you have been to europe lately on a pr tour. When you was asked by members of the press (what I´m quite sure about) if MS will also build european servers, physically placed in europe, what did you answer? (don´t tell me, that you stated to the pre
grosser_Nagus> press:"Sorry this is MS-stuff" *eg*) Aaron of www.asheron.de GA
cfoster@Turbine> Hi!
cfoster@Turbine> Europe is cool!
cfoster@Turbine> Go .de! :)
cfoster@Turbine> My answer (fueled by several cokes in actual glass bottles, IIRC) was...
cfoster@Turbine> We'll be hosting all of our servers in Redmond, since we handle latency plenty well for European players from there.
cfoster@Turbine> We're starting by letting European players into our current worlds, and will open more if we find them getting too crowded.
cfoster@Turbine> (done)
alecmuzzy> There are rumors of a new war magic spell (Light Bolt?) and an invisibility spell... are these just rumors or are they real spells? I've been forced to turn my level 25 mage into a mule because magic is so pathetic against the shadows/fragments.
alecmuzzy> BTW: New monsters graphics look great!
cfoster@Turbine> Hi alecmuzzy.
cfoster@Turbine> They're rumors.
sean@Turbine> Thanks to all who like the new monsters!
jason@Turbine> say thanks mike...
sean@Turbine> Mike couldn't be here. He da MAN!
cfoster@Turbine> As for shadow/crystal balance, stuff should be changing on that score a bit in the near future. not saying any specifics, tho'. :)
cfoster@Turbine> (done)
sean@Turbine> Mike r00lz
+MrQuazarr@Zone> WemblyP?
+MrQuazarr@Zone> Hi DB_Shaw_Wazoo
Scotth@Turbine> What's up, Wazoo?
DB_Shaw_Wazoo> Love the game, don't mind the bugz, hatin the trade thieves (woodyear), want new world to play on, need hvy xbow quest, want picked to test fer shadow stone, want potions in shortcut bar for alchemy, really love the game :) Chow Hung, Thistledown
DB_Shaw_Wazoo> done
cfoster@Turbine> thank you for your long string of not-really-questions. :)
Dave@turbine> heh
DB_Shaw_Wazoo> hehe
cfoster@Turbine> We love you too. :)
cfoster@Turbine> (done)
Scotth@Turbine> Well, thanks for the suggestions. We'll see what we can do about 'em in future updates. (done)
Arcath> This might be one of the only Non-Sticky questions tonight ;) When can Archers look foward to a specific quest for a quest bow or something. And where can i sign up for the Asheron's Call Anonymous groups,becouse its like crack. Also EFNet #asheronscall
nei@turbine> ahh... the (x)bow quest...
nei@turbine> *turns and looks at the whiteboard behind him* yup, there it is :)
nei@turbine> done
Scotth@Turbine> Support groups are forming. go to your local meeting halls for AC anonymous meetings.
cfoster@Turbine> BTW...
cfoster@Turbine> I wanna do morphin' bow/xbow/wand quests at some point, to make the stones useful to all players. Not sure when, but I wanna do them. I WANNA DO THEM!
cfoster@Turbine> (um.) (done)
gabehall> Hi to everyone, and thanks for a great game! I love it! Thanks for letting me camp the waiting list :)
gabehall> My question is concerning the spellcasting UI (Hi Chris!). I hear that there are some plans to make it easier to use (here comes the feature request).
gabehall> Will you allow players to cast spells from their spell panel, and not force them to put the spell on their spellbar first?
gabehall> I.e. You select the spell in the spell panel, and your cast button gets that spell (like if it was on the bar and you selected it) - Sham Zami @ Harvestgain.
sean@Turbine> I'll make de bows. I'll push de cart!
cfoster@Turbine> That's a possible tweak to the spell UI. Not sure if/when we'll do it, tho'. Thanks for the suggestion.
cfoster@Turbine> (done)
LBeefus> In an earlier chat, it was suggested that Throwing Weapons are being looked at. Currently they're practically unusable at higher levels because they do so little damage, weigh so much, are hard to find in elemental form,
LBeefus> and can't be enchanted in volume with spells. It takes so many to kill anything that its impossible to find and carry enough to make them useful. I'm not saying they should do as much damage as more costly skills, will they ever be made viable?
LBeefus> Thanks! -Poet of Harvestgain (And they're right, specialization isn't effective at the high end of the curve -- it's actually more helpful early on before the curve bites you -- try charting it out, xp spent vs. skill level)
cfoster@Turbine> I want to boost thrown weapons, but as you pointed out, enchanting each individual weapon isn't real useful. We have some other content ideas on tap to make them more useful. Sorry I don't have more specifics.
cfoster@Turbine> (done)\
Hawkorius> Hi Everyone :) Long time listener first time caller (and 5 hours on hold) ;) LOL always wanted to say that, here goes...
Hawkorius> Would it be right or feasible to give creatures like Olithoi a jumping ability so as to not leave them as "sitting ducks" in numerous ocasions to ranged attack? For example, I have a 280 base jump, if I can jump on that rock, a big incredibly strong bug
Hawkorius> could easily make the jump. Ideally they could climb of course, but since that isn't currently in the game I understand the limitations there. Just a few monster AI tweaks like that could greatly help the game.
Scotth@Turbine> formulating an answer in the backgrounds now....
cfoster@Turbine> The answer is...
cfoster@Turbine> ...there's no easy answer. Jumping isn't supported in monster AI, as calculating the proper conditions is an "interesting" challenge.
cfoster@Turbine> We could hack it with making monsters "blip" up and down, but frankly it would look like a mess, and might lead to other problems.
cfoster@Turbine> We'll look into it, but adding AI-jumping is doubtful.
cfoster@Turbine> (done)
Scotth@Turbine> But, making monsters realize that you were someplace they couldn't get to you and altering their behavior... that we could do.
Skystreakz> With the last patch you made it possible for magic items to be true valued. I had spent points to train magic item appraisal so that I could ID the higher level items. With this new change I have effectively wasted my 4 training points as I can simply
Skystreakz> cast a true value spell on any magic item to ID it. Do you plan on compensating us for this change. It was unannounced and far as I know not listed as a bug Please comment if you feel I have not wasted my four points.
Skystreakz> Great game I love it by the way =)
Dave@turbine> hold on
Scotth@Turbine> The 'compensation' is something that we'd have to discuss with MS. Normally, I'd have to say no, there won't be any compensation for you training in a skill if we later introduce a spell or object that does the same thing later on.
nei@turbine> yours skill is still useful for those obscenly resistant wands taht can't be ID'd with just high focus + TV 6.
nei@turbine> done
Vlanna> Hi guys! Keep up the great work with things like the content updates - this is something that really sets AC apart from the competition. My question: Can you please explain how the 100%+ bows and 120%+ xbows damage modifiers as well as the innate
Vlanna> "+150% power-bar-boost" relate to 'normal' melee weapons and the damage/accuracy modifiers that melee types incur? In other words, how much more powerful are archers? Thank you for your time. (done)
cfoster@Turbine> Pardon us as we prod an engineer to help answer this one. :)
Scotth@Turbine> Andy's on the way!!!!
amr@Turbine> *read*
amr@Turbine> um, if i understand your question correctly you're interested in how the modifiers work in combat?
amr@Turbine> a bow modifier increases the damage of the arrow shot from it
amr@Turbine> the power mod modifies how much damage a melee strike does
amr@Turbine> an accuracy mod increases the likelihood that your missile is launched on target with no game-added error
amr@Turbine> make sense? :) (done)
mayhem_is_king> Hi you guys! First I'd like to thank you guys SO MUCH for the wonderful job you've been doing with monthly events and keeping this addicting game running! I bet there will be an Asheron's Call Anonymous group soon hehe.
mayhem_is_king> My question is, now that we can cast spells on wands(Great patch, even the stickiness is good :), if I cast Defender 6 on a wand Do I get a 15% bonus to my Melee D and/or will it be calculated when I am taking damage from a monster?(done)
cfoster@Turbine> justasec...
cfoster@Turbine> *does a little tapdance*
amr@Turbine> *read*
amr@Turbine> hmm... i don't think so.
amr@Turbine> the wand could theoretically cast a spell on you to increase your stats, but not the other way around
amr@Turbine> i haven't tried it recently, though! ;) (done)
Punchcardz> Okay, I will ask the big question of the past week. What about sticky? I'm a warrior and do fine, even saved a few of my friends with it but am saddened that many hate it so much. And skating looks BAD. Any clues on your fix if there is one?
Punchcardz> And *wave* to Fin and Judah on Frostfell. {:) Done.
cfoster@Turbine> FINALLY! Whoo! :)
Scotth@Turbine> A dark presence enters the chat...
Scotth@Turbine> "_
Punchcardz> {:)
cfoster@Turbine> Two things we wanna fix, and are working on.
cfoster@Turbine> First: stickiness helps melee a lot, but it makes it far too easy for slower players ('n monsters) to whack players who are faster than them.
cfoster@Turbine> Second, the sliding does look pretty cheesy.
cfoster@Turbine> The first one is more important for gameplay so it's higher-priority.
cfoster@Turbine> Right now we're working on an update that'll make stickiness fairer, and we'll probably do more in the next month. More thoughts, Scott?
Scotth@Turbine> You will actually see some changes later this week that will help you out. We're testing them right now. The sliding will probably be addressed in the next main update.
Scotth@Turbine> The new changes are beneficial to you, not harmful.
Scotth@Turbine> So, hopefully both the people who appreciate the stickiness, and those who hate it will be satisfied with the changes we're making
Scotth@Turbine> (done)
Quixotic_COD> (longish thing, not leviathan length though!, bear with my alt-tabbing and CTRL-Ving)
Quixotic_COD> First, I want to know basically who we need to talk to to get more frequent smaller props. It seems 3 days of happy exploration every 2 weeks, versus 4 every month would make more people happier.
Quixotic_COD> Secondly... I want to know how many backpattings have happened from the Mote/Vault patch. Everything about that patch completely rocked. The Gemstone armor doesn't have the same feel, at least for me. *Shake fist*
Quixotic_COD> Lastly, I want you to know, I intend to visit the Plateau Windmills regularly, just to see what else happens to that poor thing :) It makes me smile to see a windmill suffer so.
Quixotic_COD> Oh..and that sticky melee stuff...... (I love it :P Take that LLAMA!)
Quixotic_COD> Moo! (over.)
Scotth@Turbine> We
Scotth@Turbine> are on a monthly prop schedule. doing them more often than that is ridiculously tough
Scotth@Turbine> between the design, implementation, and testing cycles we go through (not including waking the server guys up in the mornings to prop 'em)
Scotth@Turbine> a month is about as fast as we can get stuff in there.
Scotth@Turbine> Actually, there wasn't time for backpatting on the mote/vault patch. we had to get going on the next update!
Scotth@Turbine> Jason will probably do something unexpected with the windmills in the future.. what, i have no idea. But, that's the way he operates...
Scotth@Turbine> (done)
xxMaDxMaNxx> Well I was wondering do ya guys plan on doing anything with castels or alligence wars??? personally I think it would kick ass! (GOD I LOVE YOU GUYS!!!!!) MUGHAGHAGHAGHGHAGHAGHAGHGA *explodes into a cloud of noxiouse gas*!!!!!!!!!!!!!!!!!
cfoster@Turbine> oh dear.
Dave@turbine> ok.....
Scotth@Turbine> erm....
Scotth@Turbine> Raise Shields!
+MrQuazarr@Zone> Dang.. lost another subscriber.
cfoster@Turbine> (another fan of *bakingbrownies*
cfoster@Turbine> Many asses would be kicked by those features. True.
cfoster@Turbine> (d'oh -- did I just get myself banned?)
+MrQuazarr@Zone> Consider this a warning ;-)
Scotth@Turbine> hey, we're not running the allegiances, you guys are. You want to get in a war? Go pick a fight.
cfoster@Turbine> (done before I get dug in deeper)
Scotth@Turbine> Go PK in the world, nobody's stopping you.
Scotth@Turbine> Castles, on the other hand, won't be in anytime soon.
stardrive> the spell Invulnerability is to low need to be like armor self level 4 100 L5 150 even a max at 150 would be ok so us mages can stand a chance at close combat.If you have no lockpick you should be able to do it with lockpick gloves on same for healing,"""
Scotth@Turbine> (done ranting)
stardrive> can you please change lol
cfoster@Turbine> magic-defense is something we're looking at. (done)
+MrQuazarr@Zone> Cyrkithra?
Scotth@Turbine> Cyrkithra? you there
Scotth@Turbine> hello?
Lt_Stahler> Hello, great game, you guys earned your free "chinese take-outs" on AC....;)
Lt_Stahler> Difficult questions, will there be MORE of a "story" in the game? Meaning that, can it be done that we, as player characters, would ultimately have a "clearly defined goal" other than emulate the "Village People" with the *YMCA* emote?.:)
cfoster@Turbine> Whoo!
Lt_Stahler> Example, quests like Hamud, Mt Lethe and Folthid's but would span a broader area, tough puzzles AND define the Isparian's role in Dereth? Given Dev time constraints of course.;)
Lt_Stahler> It's all fine and dandy that we get to level 50+ but after awhile, it's noticeable that MOST become like Mr Kurtz in "Heart of Darkness" and find the "hollowness" of it all....;P
Lt_Stahler> If not in AC, has this been thought out for AC2?...also will there be more info on Ispar?.;)
Lt_Stahler> done
cfoster@Turbine> Funny you should ask, Lieutenant. (Or is that "Light?")
cfoster@Turbine> In AC, we're trying to define a new sort of "social storytelling" for MMP games. There are some things in our bag of tricks that we haven't used yet.
cfoster@Turbine> Specifically, we've invested in some technology that'll let players make more of an impression in the greater story of Dereth, the Empyreans, and so forth.
cfoster@Turbine> It IS hard, given the constraints of our schedules, but there are some ways that you will feel more integral to what's going on.
cfoster@Turbine> (sorry I'm being vague, I just don't want to give away future events.)
cfoster@Turbine> We aren't thinking of things as grandiose as elections, or massive changes BETWEEN worlds as a result of players' actions on each world.
cfoster@Turbine> That would, as you point out, be a better fit for a future game. The infrastructure for such systems are massive.
cfoster@Turbine> Still, I think you'll like the advances we'll be making in the months ahead. (done)
Qmann> Hi, I have to say that I love the game (been there since Beta). And now to the question: Will u be implementing some kind of offline communication/messaging system, specially for Patron/Vassal communication? It is very frustrating when I need to talk to..
Qmann> my vassals and it takes me sometimes a week to get in touch with them because of timing/scheduling conflict. So it would make the derethina life a whole lot easier if I can type something like /message "vassalname", blah blah...
Qmann> and then when they log in they get a game message saying something like "you have 2 messages". I don't know about other fellow players, but i have lost some vassals because of the timing conflict ( i couldn't talk to them in almost 2 weeks :). Done!
Scotth@Turbine> Many allegiances have their own web sites, but we are looking at different ways for allegiances to communicate in-game
Scotth@Turbine> (done)
Dryctor> Hi! This will be short, (Love the game BTW) (I Like Fruitcakes :) )
Dryctor> has there been any progress on fixing the spell casting bug? If so any eta on when it will be implemented? BTW It affects me even when facing dead on with a monster and casting. (I showed this to an advocate the day after the update) {done}
Scotth@Turbine> Should be going in later this week (done)
Qwertypie> ok, couple of PvP issues, #1) i have 360 run on darktide, a lvl 23 with 200 was able to chase me down and almost kill me, dont get me wrong, sticky is GREAT for pvp because it brings melee up to par with mages/archers, but this is excessive:) (more)...
Qwertypie> 2)Is there going to be anything done with the current elemental/protection scheme of armors? basically a good 1/2 of all armor(metal) is useless for pvp because of its non-resistant properties
Qwertypie> 3) Mattie robes are too damn unbalancing, slap impen6 and a bane6 of your choice and you have insant god mage, olthoi hit me for 2 max(0 when i have shield up)
Qwertypie> laff, 1 more
Qwertypie> 4) its near impossible to control/organize a allegiance on DT due to the long time it takes to contact all vassals(can we PLEASE have allegiance wide chat?)
Scotth@Turbine> Can we pick which one question we answer?
cfoster@Turbine> I'll take #4
cfoster@Turbine> As Scott said, we're looking into ways to facilitate allegiance chat. We recognize that it's hard to coordinate large allegiances. (done)
Scotth@Turbine> Cheap!
Turboi85> Hi! My question(s) gets asked every chat, but here goes it anyway! Is private housing being developed now? If so, can I get an ETA? Sorry for the two questions but I've been dreaming of housing since the beginning of beta 2(drool)
Turboi85> My suggestion for it was housing not being actual building on the landscape, but portals, so the house would be more like the meeting halls, with a little foyer exactly like the meeting halls, except the doors that lead to the rest of it are locked.
Turboi85> done
Scotth@Turbine> Ok....
Scotth@Turbine> At the moment, we don't have any development resources working on getting you housing. that doesn't mean that we won't, but we need to iron out the normal event cycles...
Scotth@Turbine> and then we'll address the big problem that housing would cause.
Scotth@Turbine> It really effects a bunch of systems that you wouldn't think it would.
Scotth@Turbine> check out l'etoile's old .plan file on 'horses' once, and you'll see what something as 'simple' as that would take.
Scotth@Turbine> Sorry to be a downer...
alaskawood> First I want to say that this game is the best computer RPG I have ever played. You folks have done a fantastic job. The new graphics are really cool!! Now that you are all buttered up, here is the Question....
alaskawood> My question is about ways to curb theft. Are there any plans for adding a trade broker and/or a bank in the towns? Many people are leary of trading anymore because of theft. This game is too great to let some punks spoil it for others. <ga
Scotth@Turbine> Theft meaning 'getting ripped off in a trade', right?
alaskawood> yes
Scotth@Turbine> ok,
Scotth@Turbine> Well, 'secure trading' is another large feature set that has a whole host of difficulties, BUT....
Scotth@Turbine> it's one of the smaller "big tasks" that we want to do
Scotth@Turbine> this means that when we get around to tackling those issues
Scotth@Turbine> and adding those features
Scotth@Turbine> it's near the very top of the list.
Scotth@Turbine> (done)
Buffy_Becca> Archer vs warrior (PVM)is seriously imbalanced. All things equal (levels, equipment) archer out hit and out damage warriors horribly, are you going to balance again in april or will it take you till 2001 to get balanced? :)give warriors an accuracy bar
Scotth@Turbine> Hey buff...
Scotth@Turbine> well, the balance between classes has been an ongoing issue
Scotth@Turbine> we tried to boost melee a bit in the past, and have continued to look at the results of those changes
Scotth@Turbine> are we finished?
Scotth@Turbine> probably not.
Scotth@Turbine> we'll always be tuning the game, and adjusting to what you (the players) want.
Scotth@Turbine> So, yeah....
Scotth@Turbine> heck, we get people saying melee vs. magic is imbalanced...
Scotth@Turbine> magic vs. archery
jason@Turbine> but it's unlikely everyone will ever agree on balance issues..
Scotth@Turbine> unarmed vs. dagger
Scotth@Turbine> so, keep the faith, and we'll continue boosting as needed (usually in small increments)
Scotth@Turbine> done
swrdsmn> I'm interested in the addition of rapiers to the game - feasible? The animation is already there. My big issue is with cut vs thrust.. what's with a cut doing more dmg than a thrust? Completely unrealistic and very frustrating for a swordsman.
swrdsmn> (My first two questions were answered earlier so you get the tertiary one)
swrdsmn> done
Scotth@Turbine> Adding a sword shouldn't be a problem... from what I know
+MrQuazarr@Zone> Swrdsmn's question will be the last question of hte evening as we are over our time limit.
Scotth@Turbine> now, the diff between a cut and a pierce/thrust? well, that's debatable - especially on the location.
cfoster@Turbine> Dunno offhand if we can tweak the bonuses for pierce vs. slashing.
Scotth@Turbine> I've never been stabbed, but slashings do really hurt!
Scotth@Turbine> it also varies with the creature you're attacking...
Scotth@Turbine> (done)
+MrQuazarr@Zone> Thanks!
Dave@turbine> thanks all!
+MrQuazarr@Zone> I want to thank everyone for coming out this evening and joining us.
+MrQuazarr@Zone> We look forward to our next chat with everyone.
Scotth@Turbine> Thank you all for attending, sorry we didn't get to every question. Have a great night!
cfoster@Turbine> 'night all!
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Erected February 20, 1998
Last modified: January 15, 2002