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#35 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (September 24th, 2018)

Date: monday, September 24th, 19:30 UTC (21:30 CEST)

Meeting place: Atys, on Ryzomforge channel (/channel ryzomforge), or on chat. ryzom. com (channel #ryzomforge) for players who have already opened the channel ingame.

Duration: 1.5 hour

Participants: all Ryzom players wishing to join.
Nature: informative, questions & answers and feedback meeting.
Topic: Added, in test and ready to be tested projects.
Agenda
  • Status of projects (by Dev Ulukyn): creation of maps, wheel of fortune, boss in a box, Game Design Team projects (Outpost refactoring, Nexus reload, ranged weapons)
  • Graphics repository
  • Ryzom Wiki
  • Recruitment

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#36 Multilingüe 

Multilingüe | Français | English

Ryzom Forge meeting report - September 24th, 2018

Review of last night's problems

Ulukyn (RT) - 19:34
RyzomChat went crazy and started slowing down all our internal tools. So I migrated the infrastructure from Apache alone to Nginx+Apache.
This resulted in a bug in a script that filled the server with log files.... And when the server is full, nothing goes right.
Everything has now returned (or is expected to return soon) to normal.

Q: Did the server attack itself by denial of service (DoS)?
A:
No, there has been no DoS, but Apache manages several simultaneous connections, frequent on RyzomChat, less efficiently than Nginx.

Q: Is that why Ryzomchat is not working well right now?
A:
Yes, switching from Apache to Nginx+Apache has probably created problems with some players' sessions. We'll wait until tomorrow, the night will probably kill the current sessions.

Q: It is to be feared that the wiki has also suffered major disruptions.... How can we get in touch with you if other problems appear there?
A:
To contact me, use RyzomChat.

New map

Ulukyn (RT) & Revvy (RF) - 19:42
The project that was the ultimate goal of Team Ryzom when it was created, adding a new map, is now complete.
We were able to add an extension to the Nexus map, an island that will be connected to it by vortices.
The card is 100% functional. This means that all its elements (fog sheets, collisions, map of the region, etc.) are well connected.

Q: This region was already "present" on Atys. But will you be able to create an area from scratch and add it?
A:
It has already been done. I had already added region maps generated by Nevrax, here I added internally generated maps. By mixing the two types of cards everything is possible. So the area is ready and we will furnish it thanks to the Scenographic Editor. This will be the first time we will have a "handy" tool to add physical content to the game, instead of having to put objects in a 2D map in the hope of getting it right.

Q: Will the region have a theme?
A:
The main part will be a Marauders' City, attached to the Nexus, as an extension. Because it is part of the Marauder Camp relocation project.
The process that allowed its creation can be used for future projects on Atys and will be open to non-developers. That is, it will not be necessary to have development skills to be able to create a map and fill it with objects and creatures.

Q: What do you mean? How will you decide who designs and who furnishes?
A:
The project team, composed of developers, ARKitects, lorists, players, etc., will decide on that.

Q: Does this mean that if you receive proposals of interesting maps from players, they could be added?
A:
Yes, our decision-making processes often take into account players' ideas (after all, all of us in the Team are players).

Q: Will there be a dedicated team for this? Or will existing teams be in charge of it?
A:
There is already a team that deals with the whole Marauder gameplay and therefore also with the City (although, regarding this one, it is mainly a question of adjustment).

Q: How can one join the said team?
A:
You have to apply, as for all the other teams.

Q: Do we know, more or less, when this new region will be online?
A:
Not yet.

Wheel of the Fortunate Gubani

Ulukyn (RT) - 20:11
I didn't have the time to add the excellent tokens.
As for supreme tokens, it will be for later (they are special): a bit of patience then!
The titles are operational (in theory) and the Bymgo grid will be repaired, if possible, as soon as the meeting over.

Boss in the Box

Ulukyn & Teanwen (RT) - 20:13
This is a project that will use the Pocket Worlds system and the Scenographic Editor.
The idea is to open an area in one of the Ring Islands where the Bosses can be fought with strategies as crazy and varied as their creator (the same genius who animates the mini Bosses).

Q: Will there be any rewards?
A:
Yes, loots including new raw materials for crafts.

Q: Will the areas be instances, as is Dante's Peak?
A:
Bosses in the Box are instances like Dante, but are not restricted to the "NPC Marauders" type.

Q: Does this mean that unless you are in a league you cannot enter the area and that if you enter it it will be closed for players out of the league?
A:
Yes, an instance will only be accessible to the first person to enter it and to those in her/his league.

Q: Will Bosses in the Box replace current Bosses ?
A:
Yes, in time the "ordinary" Bosses (which are just very powerful creatures guarded by ordinary creatures) of today will be replaced by these Bosses in Box. However, the way to find them them will remain close to the current "check", with a larger proportion of random.

Q: Will it be necessary to check the instance only? Or will there be specific places to check?
A:
There will be both check points and random spawning points.

Q: Does this mean that it will be enough to "camp" (to stay in front of the instance in order to forbid others to enter it) to kill a Boss in the Box?
A:
Camping will have no efficiency: the word "random" is important. These are not static "pops" like Dante, but random "pops".

Q: Is there not a risk, with these instances, of further reducing the opportunities for PvP, the competition for Bosses and the interactions ( aggressives or not) between players, thus discouraging a bit more the rare players who practice (and like) PvP gaming on Atys?
A:
As far as interactions between players are concerned, they are rather the source of many tickets (for "Boss robbery") than of pleasure.... We had nothing to do with this.... We therefore prefer to bring healthier challenges. But no less difficult: I can tell you that you will really have to do your damnedest to kill these Bosses in the Box.
PvP fans will undoubtedly find pleasure in searching for the tactics and equipment needed to defeat the Bosses in the Box. Moreover, Bosses in the PvP zone will remain, in addition to those in instances, because they fit perfectly with a logical game mechanism. What we want to stop is a game mechanism that makes the rules of the Code of Conduct inapplicable.
Finally, you should know that the overall project consists in two stages: the first consists in the creation of new Bosses (Bosses in the Box, so) provided with new strategies and dropping new loots, the second will aim to provide existing Bosses with new strategies and migrate them, possibly, into instances. Given the work still required to complete the first stage, the second stage will not be started any time soon.

Q: Are Bosses in the Box of lower levels planned too? Or will new players be excluded?
A:
Yes, all formats (from 50 to 250) are planned.

Q: Thus there will be new loots that large guilds, although mostly passive, will be able to acquire by the power of numbers (vast leagues of half AFK players to kill a Boss in the Box when fewer would be enough) to store them forever in their Guild Halls... Don't you think that those players who accumulate materials they never use because they don't participate in the most difficult actions of the game are a problem?
A:
None.

Nexus Reloaded

Ulukyn (RT) - 20:47
The purpose of this project, led by the Game Design Team, is to restore value to the Nexus, thanks to a PvP zone and gameplay of which it would be the heart.
It will be an opportunity to bring something new to the items, but also to have regular opportunities for players to compete against each other.
It is a complex project because it must be able to attract players who are not familiar with PvP, without adding a constraint to this style of play..
To be continued, then: I think we will have a proposal to submit very soon.

Redesign of the mechanics of the Outpost Wars

Ulukyn (RT) & Revvy (RF) - 20:57
The Game Design Team's validation of this project was obtained in a single evening, and everyone is excited to see the changes in game.
Initially the duration of the attacks will be reduced to one hour to match more closely with the players' connection possibilities.
The cost of declarations of war will be considerably reduced (or even modified for a system excluding dappers) in order to encourage their multiplication. However, multiple declarations (for several simultaneous attacks) will be more expensive.
There will no longer be a defence phase, which is considered constraining and penalizing for the dynamics of the outposts (the original project aimed at more frequent ownership changes than at present).
Finally, the materials produced by the Outposts will be randomly redistributed each new year of Jena and their quality will no longer depend on the level of the Outpost. The mechanics have not yet been precisely defined, but the goal is to enable, for example, a Level 50 Outpost to produce (albeit in smaller quantities and at a higher drilling cost) 250-quality materials.
We are also considering having the Outposts attacked by tribes or others.
With such changes, a guild, even an average one, of a weaker faction, will be able to attack an outpost and obtain good quality materials... at least for a while.

Q: Would it be possible to have the outposts attacked by bandits rather than tribes so that their defence by the Rangers could be justified? And guilds to rent the services of mercenary NPCs for the duration of an Outpost attack? And for players to assist tribes or bandits in their Outpost attacks?
A:
Yes, bandits, kitins, Marauders, Mithian solo (!), etc., everything is possible. And it's also possible that we would mix it all up.

Q: Won't the removal of the possibility of simultaneous attacks make the strategy poorer?
A:
No doubt, but simultaneous attacks are still possible, they are simply more expensive than single ones, and will probably require the participation of several guilds.

Range weapons

Ulukyn (RT) - 21:16
Finally, the latest project under study (and under test) concerns remote weapons (which, as you may know, are not yet completed - bad balancing, useless ammunition stats).
All this sounds like a great deal of work, but I would like to remind you that each project is studied and then carried out by the most competent people in separate teams and that some require only one person (such as the one regarding the Outposts, where I am the only one in charge of changes). So we always have projects in progress and projects under study at the same time.

Closing

Tamarea (RT) - 21:24
A quick word first about the graphic repository of Ryzom Forge: it has been moved to the Ryzom bitbucket: https://bitbucket.org/ryzom/ryzomdatas/src
And finally the last but important topic. Recruitment is open: Event, Computer Graphics, Support, Game Design, Level Design, Translation, Test, Comm-Marketing, Dev, Ark.... If you want to help us and be part of a project, join a team! Send an email to tamarea@ryzom.com and be aware that signing a Non-Disclosure Agreement is only required to join Event or Support teams.

Última edición por Tamarea (6 años hace)

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#37 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (October 8th, 2018)

Date: monday, October 8th, 19:30 UTC (21:30 CEST)

Meeting place: Atys, on Ryzomforge channel (/channel ryzomforge), or on chat. ryzom. com (channel #ryzomforge) for players who have already opened the channel ingame.

Duration: 1.5 hour

Participants: all Ryzom players wishing to join.
Nature: informative, questions & answers and feedback meeting.
Topic: Added, in test and ready to be tested projects.
Agenda
  • Status of projects (by Jayvaraman and Ulukyn):
    • Guild Points
    • OP refactoring
    • Collections
    • Website

Última edición por Tamarea (6 años hace)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#38 Multilingüe 

Multilingüe | Français | English

Ryzom Forge meeting report – October 8th, 2018

Collections (Jayvaraman)

Jayvaraman
The team is currently working on a project called Collections
Players will be able to find more or less randomly spawned items. A reward will be given, once a collection is completed.
You can see all your collections in a new ingame app, where the items will be displayed in a 3D object viewer.
The items will have a different dropchance. Some items will be easy to find, others are not. The items players can find range from fun and extraordinary to unique and even dangerous items.
Version 1.0 is all about Silan. There are 5 collections planned with 20 items at all for this region.
After the release of version 1.0, we will go on to improve the system and expand it over the time. So players will be able to find items all over Atys.
Some Collection will come along with a small storyline, like the Explorer Collection. Some storylines will combine multiple collections (even from different regions). For finishing those, the player will get a special reward.
There will be also faction depended collections and event collections (like atysmas).
For the future, we hope that we can also use those items in apartments as decorations, but it is not really planned for now.

Q : the items will be for decorative reasons; or will they affect gameplay as well?
A : No the items will not affect the gameplay. They are just decorative. Maybe some rewards will give benefits. But there is nothing ready yet.

Q : When the item is picked up by someone, can other people pick it up as well, or is it one use only?
R : If you pick up an item, it will disappear and respawn after time at a different position. Then someone else can pick it up.

Q : Will the objects be exchangeable?
R : It is not planned to make the objects exchangeable.

New website (Jayvaraman)

Jayvaraman
Like I already said, we are also planning to create a new website for Ryzom. The marketing team has already a clear vision and we want to share it with you. The goal of the new online presence is to catch the atmosphere of the game, attract new players by showing the game from its best side and combining all needed functions in an intuitive user interface. It will be a modern website with many, large images and animations. The below links will show you a video and some images from the new website. Please note, that this is work in progress! It is not the finished website what you're looking at. It's just a demonstration.
I have one more thing: a new logo for ryzom.

https://cloud.ryzom.com/s/Zimarda3xPSx3AT
https://cloud.ryzom.com/s/wSEoGGk6dSqFecB
https://cloud.ryzom.com/s/5CE8nBfcJtyrgGd
https://cloud.ryzom.com/s/DB66ScJp8xDgtW8

Any remark, feedback, comments, ideas about the new site and logo will be welcome.
You can write on the chat: chat.ryzom.com, #pub-general.

It has been proposed to create a test group of people who do not know Ryzom but are involved in the gaming world.

OP (Ulukyn)

Ulukyn
We ran tests on the duration of the attacks. And that's pretty good. The phase lasted well 1 hour, the rounds increased well as expected. There is still the display to be modified (which still indicates 2h) and the current rounds. Once the attack phase was over, there was no defence phase as planned. So it's not bad at all for a first try.
For the price of the attacks, we had talked about either lowering their price in dappers or replacing it with another system. The other possible system, that we have already set up, is based on Guild Points, so an attack would be paid with PG (the amounts being relatively small for a first attack and increasing in case of multiple attacks)


Q : There are still 24 rounds?
R : Only 12 rounds for an attack phase of one hour.

Ulukyn
For all ideas, it is possible to post on the forum or after the report. We regularly consult it for each decision in the Game Design team, don't hesitate.

Guild Points (PG) (Ulukyn)

Ulukyn
The operation is simple. Each player who wins xp will also earn points for his (her) guild and this, even if he (she) is a 250. (Because a 250 continues to earn XP even if it is only used to remove DP)
The amount of xp needed to earn a point for his (her) guild increases for each point earned in a day. So, it becomes more and more difficult to get it in a day. The day after, the counter returns to zero and the amount of xp required is at its lowest.
For low level characters, it is also planned either to limit the number of Guild Points earned from a minimum level or to have a higher % depending on the level.
The guild points were set up on Friday in order to obtain detailed statistics and to be able to adjust the parameters as efficiently as possible. For the moment the maximum number of guild points has been set at 1000, this limit is not fixed, it will evolve according to future additions.
PG should not be seen as rewards points, it is more an indicator of guild activity. The more active a guild is, the more services it will get from guild pnjs.

Q : Can we do something with them already?
R : For the moment, it's mainly for statistics.

Q : Isn't this system likely to favour large guilds over small ones?
R : Big guilds will certainly earn more PG, but on the other hand, being bigger, they will need them more.

Q : Can we have statistics on which members earned how many points?
R : Good idea, probably via API.

Q : Doesn't that especially favour the guilds that hunt?
R : Not necessarily, however, we would like to add points to the other activities, like the professions, some missions and why not king's check missions that would give points.

Q : Why don't allow guild to use GP to buy more space on GH? It would forbid alt guilds...
R : Talking about it now will be a little hasty, but it's still a good example.

Q : Various questions on how best to gain the maximum amount of PG in the minimum amount of time.
R : The only way to get more PG is to have more people in your guild. Then you have 15 alt in your guild, you go to the pnj for an X service and he tells you: ok you have 15 active members in your guild, that makes 15x300 PG. Alts also eat PG from you.

End of meeting

Última edición por Kyriann (6 años hace)

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Kyriann Ba'Zephy Rie
Ancienne Cheffe de la guilde Bai Nhori Drakani
Taliar
Mère de famille

#39 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (November 19th, 2018)

Date: monday, November 19th, 20:30 UTC (21:30 CET)

Meeting place: Atys, on Ryzomforge channel (/channel ryzomforge), or on chat. ryzom. com (channel #ryzomforge) for players who have already opened the channel ingame.

Duration: 1.5 hour

Participants: all Ryzom players wishing to join.
Nature: informative, questions & answers and feedback meeting.
Topic: Added, in test and ready to be tested projects.
Agenda
  • Status of projects (by Ulukyn):
    • OP refactoring
    • Guild Islands
    • Shooting Weapons

Última edición por Tamarea (6 años hace)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#40 [fr] 

Bonjour
Suite à la réunion d'hier, à propos de la refonte de OP proposée, voici mon ressenti :

D'après ce que je comprends, le principal reproche du système actuel est l'avantage de la 2rd phase qui faisait que les OP attaqués étaient quasi systèmatiquement récupérés par les défenseurs, les favorisant vis-à-vis des attaquants.

Du coup, vous avez prévu l'inverse, à savoir proposer une seule phase qui favorisera les attaquants, qui choisiront systèmatiquement les horaires où l'adversaire ne peut se connecter afin d'être quasiment sûr de gagner l'OP et le conserver un certain nombre de jour ( une quinzaine peut être)

Par exemple, les deux dernières attaques de nos OP, se sont faites soit à 2H du matin, soit à 10H00.
Etant un "français moyen", comme les membres de ma guilde, qui a un boulot et qui doit dormir, donc l'opposé d'un Nolife, aucune chance pour moi de défendre les OP...

Donc, on va passer d'une situation qui défavorise une communauté à une situation qui défavorise une autre communauté, donc à une situation toujours pas satisfaisante !
Déshabiller Pierre pour habiller Paul...

Avec votre nouveau système, les américains vont attaquer les guildes européennes à 3H du matin heure france et 15 jours après contre-attaque des guildes europééennes à 20H.à heure france.. et ceci sans fin...
C'est pas franchemement super motivant cette évolution du système...
En tout cas moi, je ne chercherais jamais à me lever pour défendre un OP avec ce nouveau système

Voici ma contre-proposition ;)

Pourquoi ne pas faire que tous les OP appartiennent qu'à des tribus PNJ et qui ne sont attaquables pour certains OP que par les factions et pour d'autres que par des guildes et les tribus ensuite essayeraient de récupérés les OP aux heures "normales" des guildes / factions ?

Cela auraient en plus l'avantage de ne plus attiser les "ressentiments négatifs" créés inutilement entre les joueurs à chaque perte/prise d'OP...


Bonne Journée
Asharan

Editado 2 veces | Última edición por Asharan (6 años hace)

#41 [fr] 

Je vais commencer par donner mon ressenti sur le débat qui à eu lieu lors de la réunion, n'ayant pas eu le temps de le faire pendant celle-ci ( Faut dire que le débat était assez... animé, donc, faire la trad + donner mon avis perso n'étais pas faisable sans prendre un énorme retard de traduction ( y'en avait déjà eu un vu le nombre de participants.. :p ))

Les Kamistes ont, depuis le Merge pratiquement toujours eu le monopole des OPs, à peu de chose prêt ( les Karas, les Marau et les Rangers pour un temps très très très limité, on peut même dire que les Kamistes ont eu les OP 90% du temps).

Je peux concevoir que les attaques à des heures.... Nocturnes déplaisent et paraissent peu fair play, aucun soucis là dessus, j'en fait partie et l'assume.

Mais, quand j'entend dire " On veut des belles batailles ", à mon sens ( ceci est un avis totalement subjectif ), ce n'est pas le cas. Rien que pour le fait que 3 factions ( à peu de chose prêt, le Clan de la Sève Noire est Marau et on refuse d'y prendre part... :) doivent s'allier pour ESSAYER de venir à bout d'une est... ridicule.

Je ne peux pas blâmer les gens d'être Kamistes s'ils veulent l'être, mais, la population Kamiste doit avoisiner les 50% du serveur, donc, forcément... ça limite grandement les choses.

Sauf erreur de ma part, la détention d'un Avant Poste est un droit qui revient à.... Tous. donc, vous avez sans doute pris ( vous=Kamistes) l'habitude de les avoir, mais.. Ca reste un droit, et non un aquis.

Le fait que les OPS tournent est donc légitime, et, ne dois pas être sujet à des " Si c'est comme ça, je pars " qui est une remarque ( là encore, c'est subjectif ) à mon sens non constructive.

Maintenant que j'me suis étaler et ai donner mon renssenti PERSONNEL sur le débat.. Je vais parler de ta proposition, Asharan.

En soit, l'idée que les OPs soient à des Pnj peut être cool, mais... un question se pose:

- Une guilde peut attaquer l'OP des Pnj soit en faction, soit en guilde, mais, comment l'OP change t-elle de détenteurs JOUEURS sans passer par une attaque de guilde à guilde?

( à noter que le fait de pouvoir attaquer des OPs uniquement en guilde, je trouverais ça vraiment mais vraiment génial voir, enlever le fait de pouvoir attaquer en faction, mais, uniquement des GvG )

Le bémol d'attaque uniquement en GvG, c'est que ça favorise les grosses guildes ( même si, en soit, je trouve ça totalement logique...)

Editado 3 veces | Última edición por Mithian (6 años hace)

#42 [fr] 

Hello Mithian,
Déjà, félicitation pour ton travail de trad d'hier soir :)

Concernant, le fait "réel" que les OP sont essentiellement "Kami", je ne peux le nier, comme à une époque c'était l'inverse ( et que les kamis se prenaient baffe sur baffe sur les op)...

Et la raison est simple, le nombre de joueurs dans les différentes factions qui varie constamment.
Le nombre fait la force est fera toujours la force, que l'on soit faction contre faction ou guilde contre guilde.

Une armée de 10 Homins Q250 armé d'épée se fera toujours "latter la tr..." par une armée de 45 Homins Q250 armée d'épée ;)
C'est la dure loi du nombre...

Comme il a été dit hier soir, avoir tous les op ou le plus d'op peut (doit ?) être un challenge, donc une éventualité/possibilité.

Cela étant dit ;) voici ma proposition un peu plus dévellopée pour répondre à ta question :


Postulat de base : Tous les OP sont contrôlés par des tribus PNJ


Cas n°1 : Une guilde Kami ( ou kara ) déclare la guerre à un OP contrôlé par un tribu "Faction" Kara ( ou Kami)
Tous les membres de la faction Kami ( ou Kara ) peuvent participer à l'attaque

L'attaque est ratée, bin, tout est à refaire...

L'attaque est réussie ( nveau principe d'une seule phase), l'OP passe Kami ( ou Kara ) et est controlé par la guilde attaquante
( ce qui se passe aujourd'hui)

Ensuite, la tribu PNJ va essayer de récupérer l'OP et va lancer des attaques successives sur plusieurs ( jours, semaines, mois...) qui deviendront de plus en plus forte jusqu'à devenir inarrêtable, pourquoi pas...


Durant cette phase aucune Faction ne peut déclarer la guerre à l'OP


Cas n° 2 : Une guilde Kami ( ou kara ) déclare la guerre à un OP contrôlé par un tribu "Guilde" Kara ( ou Kami)
Seuls les membres de la guilde participeront à l'attaque

L'attaque est ratée, bin, tout est à refaire...


L'attaque est réussie ( nveau principe d'une seule phase), l'OP passe Kami ( ou Kara ) et est controlé par la guilde attaquante


Ensuite, la tribu PNJ va essayer de récupérer l'OP et va lancer des attaques successives sur plusieurs ( jours, semaines, mois...) qui deviendront de plus en plus forte jusqu'à devenir inarrêtable pourquoi pas...

Durant cette phase aucune guilde ne peut déclarer la guerre à l'OP




Dans ce système, les OP peuvent donc être récupéré par des guildes, faction mais seules les tribus PNJ peuvent ( et vont ) les récupérer.

Les OP ne passent donc plus de Guilde en Guilde, mais de tribu PNJ à Guilde/faction, puis de Guilde/faction à tribu PNJ, puis de tribu PNJ à guilde/faction.... à l'infini....


On évite ainsi les "soucis IG" entre joueurs, guilde,faction, qui peuvent pourrir l'ambiance, et provoquer des départs de joueurs et on peut jouer serein pour se concentrer sur les guerres Kitines qui vont arriver un jour...


C'est l'idée générale :)

Asharan

Última edición por Asharan (6 años hace)

#43 [fr] 

Hello;

I understand all the points raised so far; but i politely disagree with some specific parts my co-posters focused on; and some specific parts of what was said on the meeting by other players.

I think a few things need to be said that people tend to forget; and offer some insight on the actual situation with the outposts (and I call anyone who believes I am lying or I am miscostruing the situation to challenge me). Having been a Leader of a Kami guild for a couple of years; I very well know exactly how the Kami faction works.

First of all and my fundamental point:

MMORPGS are 24/7 online games; aren't they?

Therefore i do not understand why we should let people always choose whatever time that suits them to defend their Outposts. What has happened to the element of surprise; to the simple fact that in online games, wars happen and that they are inevitable; and in addition; are meant to make the other faction or opposition, struggle?

With Phase 2; this can never happen; has never happened. That's a fact.

Asharan and others in meeting; raised the very unfortunate argument that attacks at 04;00 FR are hard to defend. That is not the case at all. It would be a good argument; had the opposing factions the numbers to actually challenge the outposts at any given time.

As someone who declares at this time; and mind you i also live in EU and hence it's not a good time neither for me; nor my guildies; or my friends; but it's the only time that actually gives us at least some percentage of a chance to get something to Phase 2; (yes dear friends a percentage of a chance we get and nothing more) this is by and large an excuse many people use to prevent this change in how OPs work.

Any CSR/GM can actually check the numbers and vouch for what i say:

In the last one month I have declared ten + ops; about half of them at 02;00 FR or later; and of all those OPs at those times; aside from one; either my guild took under its control or went to Phase 2. (Excluding yesterday and Excluding the one an inactive guild held and the attack wasnt even discovered...No comment there).

IN ALL but one OP Fight (the q 50 desert at 04;00 FR); Kamis were double the size of my team. (Sure some times we were 6 people; but we have been 9 as well) and all of that for q 100 OPs. Therefore even at 04;00 FR the faction that complains about these changes; the kami faction; can produce at least fifteen homins to fight for them.

But you see even for q 100 op; at any given time the Kami Faction can bring forth two teams; and the whole marauder factions isn't two teams in total.

Therefore it's not that you cannot defend the outpost; it is that; u cannot (usually) not go into Phase 2. And this has happened over and over:

We declare at 04;00 FR; we get th +1 because we cannot get more; since we are just a team and we are faced vs 2 teams + harder NPCs; you wipe us; then you are like: We gonna get back at Phase 2.

And that's the gist of the issue here:

Some people want to continue to monopolize the OPs; because the thinking is as follows:

Let them get Phase One: with as low a TH as possible; we gonna move phase 2 to 22;00 FR; then bring 25 people; and win op.

And this is exactly what is happening.

And the situation needs to change because:

Exhibit A). I do not understand why anyone feels entitled to the outposts; especially since a batlle already took place and they lost phase one; this is a game of give and take; of chance; you lose some you win some; think of it as being in bed and losing madakoo; so what; should we make bosses spawn at times we are all active and online as well?

Also; at our recent siege at WoM oupost; we used some very cool game mechanics to manage (a team of six) to get th 5 (enough for phase 2) vs fifteen people.

With Phase 2 always ever-present; there would be no reason for us to even bother to use some game mechanics; think; organize; or structure new ways of attacking; since well: let's do Phase at 22;00 FR; bring the whole faction and kill them.

Exhibit B) Let's all realize that many one member guilds have outposts. And we are not talking about q 50 ops which would be okay; but q 200 even q 250.

Therefore whatever the time; they cannot defend them on their own. Therefore they actually want to find the convenient for them time; to gather everyone to defend the one person's guild outposts. And this situation continues to happen every day.

Exhibit C) What Asharan's guild has done; La lune Eternale. They created an Alt Guild; called Les Guerries D' Atys; when people started complaining that La lune Eternalle monopolizes the outposts within the faction..Then they let Audeva's alt called Yuki be leader of this new guild.(Kami World Order problems I know: Hey how many outposts does this guild have...7..Ah we only have 3 let's get more from them) (The Dev, the csr teams; the gms can check Kami Meeting logs because I was still a member of the faction and I know exactly how it happened; to verify my saying). Then they moved some members of La Lune into that guild, and called it a new guild, they got 5 Outposts, and they are happy.

On atys we have a guild that has eleven outposts; and cannot even produce a full team most often than not. And they are allowed to keep them; simply because of phase 2.

Now Imagine you are a new player; and come to atys; and read this...Wouldn't you be "What am i reading?"....Why bother go into another faction? Why even bother?

Exhibit D) At least 2 kami guilds that have outposts right now; are inactive; or have one active member at best. They log in; check if their op is under attack; then log out. T

In addition: the other members of the faction are very well aware of this fact; so they go check for them if the outposts are under attack; and already take notes when to to defend for phase 2.

Exhibit E) For an mmorpg that has 4 factions; don't you think it's at least slightly offensive to have those other 3 factions just scrapping by; and fundamentally destroy their RP by forcing them; due to the way I described of how the last faction works; to merge together to get ONE op?

I think the evidence here is telling of the situation; I could even bear to mention a million other things; and will do if asked or provoked.

But well; where does it stop?

I for once; welcome the changes and the abolishment of Phase 2. For anyone saying that she/he will quit; be my guest; this is a planet made for everyone not for those that think they are entitled to the Outposts by virtue of being Kamists; and that take every inch of advantage they can have and use it in their favor. Saying I quit is not constructive at all; and if anything highlights exactly my original point:

You cannot be satisfied with 95% of the cake; you MUST have it all; because you think you are entitled to the cake.

If anything; me; my guild; my friends; that are silly enough to dig; stay awake; go to our jobs without sleep; dont meet our loved ones; because we elected to get the decimal percentage of a chance at the Outpost at 04;00 FR or whatever the time; are the ones who should be thinking of quiting; because it us who are running the fool's errand. And yet; we are still here; fighting; and fundamentally not threatening to quit but being constructive instead in the hopes that the dynamics in our rootball will shift.

Editado 8 veces | Última edición por Northstar (6 años hace)

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#44 [fr] 

Sacré North....
Toujours aussi prompt à mal interpréter les propos des autres et qui illustre pour le coup trés bien les rancoeurs (visiblement North, "hais" les kamis et surtout la guilde "Lune éternelle" ) qui existent dans le jeu à cause du fonctionnement des OPS :)
Merci North :)


Alors pour être clair (comme visiblement certain n'ont pas compris mes propos), je ne suis pas contre la refonte proposée, avec une seule phase...

Je dis juste que cela va créer un autre déséquilibre qui mécontentera beaucoup de joueurs et donc qu'au final ce n'est pas la solution au problème actuel...
Le mal persistera...



A bon entendeur, bon jeu :)
Asharan

#45 [fr] 

If by highlighting exactly how the situation is; is construed as hate; then yeah I guess; you are right...(this was sarcasm;p)

And also atys is much bigger than the Moon, Ash, much bigger than the Kamis; and much bigger than myself as well; keep that in mind;p..

Therefore I have nothing to gain from the proposed changes personally; because the Phase One also affects me; and affects everyone. But that's exactly the point; that everyone will be in the same boat; unlike the situation that is happening now.

Also this is not about the Kami faction; it's about all factions; but seeing that in the Ryzom forge meeting; it was indeed kamistes thats threatened to quit; and tended to over dramatize and over play the 04;00 FR time attacks; this is why my post was directed towards them. Also; noone else has Ops; so ofc the information i provided was on that end.

In addition; i referred to specific points in your post; and not its entirety; and I made reference to the Ryzom Forge meeting that occured; and the comments that some people left on the channel that day. This is all:)

Star:)

Editado 3 veces | Última edición por Northstar (6 años hace)

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#46 [fr] 

Moi, je me demande pourquoi personnes ne se posent les bonnes questions...

Vous débattez sur la refonte de quelque chose qui n'a aucun interêts (youhou depuis tout le monde devrait avoir ces GHs remplit de tek/v10/rubbarn etc).

Pourquoi ne pas profiter de la refonte pour changer la donne et rendre les OPs réellement intéressant ? En permettant l'ajout de bâtiments (aller au pif une étable).

À croire que la seule chose qui intéresse les gens c'est d'être certains de pouvoir conserver leurs foreuses inutiles.

Rendez les OPs intéressant et après on pourra parler d'une refonte.

#47 [fr] 

Enlever le coté pvp des avants postes c est vraiment une belle c....ie..

Pour moi, c est une des choses les plus interessantes du jeu, Je me fiche pas mal qu il y ait de la tension entre les joueurs c est meme plutot bien, cela fait parti du jeu et cela demontre un interet certain pour le jeu.

Il y a une refonte evidente a faire ,

-en terme de phase 'attaque / defense' car cela me semble beaucoup trop long 2h par phase.

- en terme de recompenses , actuellement seulement quelques aps sont interessants et fournissent des matieres premieres vraiment utiles. Donc je trouve tres bien qu un ap 50 puisse fournir du 250.

- en terme d'equilibre, peut etre faut il reserver un ap de chaque qualité pour les combats GvG cela permettra a des guildes fortes et autres que kamis d avoir un ap de qualite.


Zvo

#48 [fr] 

Bonsoir Sinvaders,

Pour être honnête, j'ai même jamais utilisée une MP d'OP lol
Alors, les supprimer me poserait aucun souci ;)

Dans l'ordre les batiments que j'aimerais pouvoir poser sur les OPs :

- Une tour de défense

Qui donne des bonus aux défenseurs ou malus aux attaquants, selon le choix effectué

- Un batiment d'élevage

Afin d'élever des varinx ( ou autre bestiole méchante :) ) grace à un nouvau métier et compétence à développer pour défendre l'OP

- Une charreterie
Afin de fabriquer des charrettes ayant une contenance énorme mais réduisant énormément la vitesse du toub tracteur afin d'aider les foreurs dans leur taches quotidiennes

- Une échope de guilde
Afin de vendre les créations des artisans de la guilde


Bonsoir Zvorax

2 H c'est trop long, surtout pour ls attaques après 23H00 ( Tiens Norh, vient encore de déclarer la guerre à un OP luneux à 3H00 du mat lol vivement la phase 2 à 20H00 :) )


Des op Q50 qui fournissent des MP Q250...
Nul...

Dans ce cas-là, autant mettre que des op Q250 partout...
Ou alors, les Op n'ont plus de lvl et donnent des Mp de qualité aléatoire à chaque nouvelle prise par une autre guilde

Ca ferait du supsense, une guilde qui gagne un OP ne saurait jamais quelle qualité de Mp elle aura ( elle pourra avoir une qualité supérier ou inférieure à la précédente guilde)...


Il n'y a pas d'équilibre dans Ryzom ( et dans les autres jeux) lol
Le croire c'est se mentir à soi-même ;)

Le nombre fera toujours la force... 45 Homins Q250 gagneront toujours contre 10 Homins Q250
Y a qu'à voir les alliances kara-Marau-libre-aggro vs Kamis sur les op ;)

Pour avoir une notion d'équité, faut donner un OP à chaque guilde, qui ne peut être ataqué LOL


PS : Bien sûr ce n'est que mon avis qui ne fait pas loi ;)


:)
Asharan

#49 [fr] 

Asharan,

Concernant les aps 50, il n a jamais été question que l ap ne donne que des matières premieres de niveau 250 ca me parait évident, mais que parfois il puisse y en avoir une qui sort cela n 'est pas 'nul' du tout comme tu le dis si bien.

Zvo
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