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#262 Mehrsprachig 

Mehrsprachig | English | Français

Ryzom Forge meeting (February 7th 2022)


Date: monday, February 7th, 20:30 UTC (21:30 CET)

Meeting places:
  • Atys, on the public forge channel
or
  • Ryzom Chat, channel #pub-forge-xx (ex https://chat.ryzom.com/channel/pub-forge-en


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
  • Next content patch
    • Rywards store
    • RyzHome
    • Wheel of Fortune
    • Ephemeral Enchantments
    • Storyline Content

Zuletzt geändert von Ghost of Atys (vor 3 Jahren)

#263 [en] 

***DEL*** irrelevant.

Zuletzt geändert von Tykus (vor 3 Jahren)

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Kaetemi

#264 [en] 

***DEL*** irrelevant.

Zuletzt geändert von Tykus (vor 3 Jahren)

---

Kaetemi

#265 Mehrsprachig 

Mehrsprachig | English | Français

Ryzom Forge meeting report – 07 February 2022

Ulukyn
So I'm going to talk about the Rywards store which will replace Rykea and the Ryzhome section of the special bag (there are some Ry xD).
Here is a screenshot : https://app.ryzom.com/app_web_assets/assets/694863/Clipboard%20-% 207%20f%C3%A9vrier%202022%2021%2043%281%29.png.
So it is a new page in the shift + E window.
There will be at the same time a list of apartment items classified according to the categories already known via the titles but also collections to complete.
Each completed collection gives rise to a unique reward (always from an apartment).
There will also be the list of items already obtained with a 3D preview.
And information about the number of items in our possession (so duplicates) and how many are in the apartment.

Q : Are the names of these items final ? I mean ... The ones I see there seem to have been drawn at random from the alphabet.

A : It is the case.
Items have no names (not yet).
So I went to a very famous swedish store, I saw that their names meant nothing.
I said to myself : let's do the same.

Q : At this rate, you will soon have to allow us to buy more than one apartment or buy apartment extensions.

A : Ah yes, I note.
Thanks.
Ulukyn
The other particularity of the store is that you will be able to know what you need to get each item.
Sometimes (as on the screenshot) they will only be available in gain via the wheel.
Sometimes as a special event.
And other times it will be indicated which type of ticket is necessary.
Rywards tickets being the most common and generic, they will allow you to buy many items, especially those of other nations.
With sometimes different colors or textures.
Finally, if you have duplicates, you will be able to convert them into Rywards tickets and thus buy items of your choice.
Thus, getting duplicates at the wheel, allows you to convert them into Rywards tickets which then allows you to buy items.
Later on, other rewards will be added to the store.
Such as wigs, outfits or other purely aesthetic items.
We are following different tracks to add cool cosmetic things, like new afk FX, animations, etc ...
Are there any questions, suggestions, remarks ?

Q : Will these changes fix apartments where items can't be removed once placed ?

A : Yes.
This is the next topic.

Q : Will the collisions in the apartments be removed ? Since the furniture is not necessarily placed where it is intended.

A : Yes.
We have to thank Kaetemi who did a great work on the tools to allow to remove them easily.
Ulukyn
Let's go to the next part which concerns Ryzhome and therefore the apartments.
And I will be able to give the proposal of addition.
The idea is to be able to make apartment configurations.
And thus to be able to have several item configurations and to choose the one you want to display.
For example a configuration could contain all the Christmas items.
Another one of Anlor Winn's.

Q : A bit like the groups for outfits and jewelry ?

R : Yes, that's exactly it.
It would be easy to switch from one to the other and guest players would be able to browse the different configurations.
A particular configuration named "Common" will contain items that will be displayed regardless of the configuration chosen.
Thus, there could be the bed, the furniture, a painting in the "Common" configuration and whatever the configuration displayed, the bed, the furniture and the painting will always be displayed.

Q : Are you satisfied with the proposal ?

A : Thanks to ask me the question Ulukyn.
I admit that this could indeed solve the problem of overloading.
But ... Having a virtual apartment ... It will end up confusing me ... But it's personal.

Q : Will this decoration also be selectable by the guests or will only the configuration chosen by the owner be displayed for the guest ?

A : It will be optional.
The owner will select a configuration.
Then will be able to allow visitors to see other collections (via a checkbox for each configuration).
So we won't be able to know if you have a configuration with voodoo dolls of Atys players, be reassured.
Ulukyn
Finally it will be possible to give items to your guild for the decoration of the guild hall.
And thus ... You will have to fill.
Any questions ?
If no questions, let's move on.
But first, a little clarification, it will also be possible with Rywards Tickets to buy supreme tokens for the wheel.
This is quite timely as they will be added soon.
The tokens will allow to win a reward for sure, but obviously, some will be rarer than others.
But the supreme tokens can also be used to buy Rywards tickets, thus making a cycle.
You will then have the choice between playing supreme tokens on the wheel and winning a sure reward, but not necessarily the one you want.
Or convert the tokens into a Ryward ticket and offer you a reward of your choice.
Thus the rewards will no longer be systematically pure chance.
Moreover, in the same way as the apartment items, the duplicates of the items won in the wheel can be converted.
So pieces of zig or mount, wigs, etc ... Do not throw them away, recycle, it's good for Atys !
If you have gift ideas, we are always happy to receive suggestions.
And if you do a little 3D with blender, we can help you to integrate items in the game (under CC-by-SA license with credits to your name or username if you wish).
Any questions ?

And if no question, we move on.
We have just talked about aesthetic rewards, we also have planned more gameplay content.
Starting with the ephemeral enchantments.
These are enchanted spells that can only be obtained from NPCs or buildings.
They can be stacked and will take the same space as the current ones.
When a weapon is enchanted with an ephemeral enchantment, the weapon is fully charged with sap.
And can no longer be recharged.
With each use of the ephemeral enchantment, the charge in sap will decrease without being able to be recharged.
Once the weapon's charge is insufficient to use the enchantment, it disappears.
Thus, let's take the example of an ephemeral enchantment that consumes 300 of sap.
It is applied on a weapon that can have a maximum of 1000 of sap.
The weapon is fully recharged, so at 1000.
You can then use the enchantment 3 times.
There is then only 100 of sap left, the enchantment disappears.
The 100 of sap remain.

Q : Are these ephemeral enchantments new spells ?

A : They are not necessarily spells (I wasn't finished).
I will continue and you will tell me if it is clear.
Ulukyn
Ephemeral enchantments will be either passive or active.
Active, it will be necessary to throw them as the current enchantments and will consume of the sap load with each use.
These are not necessarily only spells that we know, but it can also be a mini aura, an area effect, there is no real technical limitation.
Passive, they will activate themselves each time the weapon is used, like the effects of Tekorn or Vedice.
Moreover, an ephemeral enchantment will temporarily replace the effect of the weapon.
The temporary effects of their operation can be very powerful (but very expensive in sap load and thus limited in their use).
Moreover, the more powerful they are, the harder they will be to obtain.

Q : So clearly they act as artifacts.
But are limited by the power of the weapon they are attached to.

A : You could think of it as a oil made of sap that you put on your weapon.
And after a while it doesn't work anymore.
But then it can be really, really powerful.

Q : And last only two times for example.

A : That's it.
It is thus according to the situations that you will prefer either to use a less powerful enchantment or the OP effect of your weapon.

Q : I wanted to ask : what if the power of the ephemeral enchantment is higher than the amount of sap of the weapon ?
Let's imagine an "EE" of 2000 sap on a sword that has only 1500 sap load.

A : In this case it does not apply.
But you don't lose anything.

Q : Will the use of this ephemeral be conditioned by the addition of an option in the action bricks ? Example to make a powerful attack + ephemeral bonus ?

A : No, we will keep it simple.
But it is not impossible that some ephemeral enchantments are only applicable with a certain stanza (nothing planned, just a technical possibility).
As it will surely require juggling between several enchantments.
Ariald is going to present us an addition he is working on.
Ariald
Currently, consuming items can be quite frustrating.
I am thinking in particular of the switch of enchantments or the constant sap recharge in PvP.
In short, it hurts the hand.
We have evaluated several suggestions to solve the problem.
Today, I present the solution that we consider to be optimal.
The item bar.
Basically, it's a new inventory consisting of 5 slots.
You can put consumable items, such as potions, larvae, etc.
As well as sap recharges or enchantments.
The slots will be displayed in the current equipment window and in its own window (if you want to display it).
There will be configurable keyboard shortcuts for each slot of the bar (to consume/use the item) and the item bar will be integrated with the current item group system.
Here is a screenshot of the draft I am working on.
https://app.ryzom.com/app_web_assets/assets/694863/Clipboard%20-% 20February%207%2C%202022%205%2004%20PM%281%29.png
I took the opportunity to rearrange and center the equipment window.
This one gives you even more information.
https://app.ryzom.com/app_web_assets/assets/694863/Clipboard%20-% 20February%207%2C%202022%205%2006%20PM%281%29.png
(Note that in the second screenshot, the equipment window is not up to date).
I think I have done the tour, are there any questions ?

Q : So I can see that it is a project that has been carefully thought out, but at the moment I don't see how it will change anything in the recharging of crystals for example.
Don't take it the wrong way, I just don't understand how it will change anything.

A : I forgot one important element. We can make a macro to use a given slot of the bar.
So it will be easier than clicking, you can configure the macro as you wish.

Q : So ... That I understand : this new shortcut bar will allow to assign any item to it ? Does that mean I can assign sap crystals and hence then automatize use of those ?

A : Be careful, the bar will only accept "usable" items. But yes, in your example it would work.

Q : The ammunition too ?

A : About ammunition ... I don't have an answer yet.

Q : Hello ... Would this show as 'Action Bar 3' in windows ?
'Actions and Inventory' ?

A : No, like "Item bar".

Q : Instead of "Item bar", couldn't this bar be called "Pockets" for example ?
Q : Belt ?

A : "Item belt", "Pockets", I like it.

Q : And maybe the number of slots vary according to the armor worn (like 5 for an LA, 3 for HA ...) to be in a logic ?

A : Sounds complicated. A static number will be better I think.

Q : User of crystals and eggs of all kinds, I have already noticed crashes related to the rate of use of these "Items" leading to a complete freeze of their use.

A : If you find "reproducible" crashes related to eggs or other issues, feel free to open a ticket with support or a GitLab issue so that we can investigate and fix.
Well, I think we've seen it all, I pass again to Ulukyn.

Q : When ?

A : Soon.

Q : It's semi-reproducable that one can grey-out a thing if the timing with server communication fails ... Hard to reproduce as it's a concurrency thing.
And then it only can be re-activated by re-login or death.

A : I note.
Let Ulukyn go on.
Ulukyn
Let's move on to the last topic.
Before the real last topic.
The storyline will resume its course and also bring new gameplay.
In terms of high level content, as it is the storyline I do not tell more.
But it will be necessary to hurry to have the best components for the best ephemeral enchantments.
And also fill ours pockets with combat potions that do not require you to sit down.
In short, the next patches will be mostly focused on content as you can see.
They will be spread out over the next few weeks and to make it easier for us.
Don't forget the ideas section, which we will try to keep updated and if you want to help, well,
Tamarea will tell you how.
Tamarea
Yes, indeed I will talk about recruitment !
Specifically for the Event, Support and Translation teams.
Event team :
We are looking for volunteers who want to help write event scripts, or who want to become actors by playing a character in the events we play.
The training is assured, and the entry in the acting is done very gradually to leave time to the recruit to take its marks.
Join us to benefit from this unique experience !
To apply, contact Tamarea exclusively at tamarea@ryzom.com
Support team :
We are also looking for volunteers to join the support team to help players in various ways :
- Computer support : help to make the game work properly on Windows, Linux or Mac;
- Technical support : answering questions about the client's use and gameplay issues;
- Bug handling : help players facing a bug, check the bugs reported by the ticket system and then forward them to the Development team;
- Role of tester on the test server;
- Ensures that the rules of the game are respected;
- Moderation of discussion channels, forums and any other media used by Ryzom.
To learn more, please see this post : https://app.ryzom.com/app_forum/index.php?page=topic/view/22047/2 #2.
To apply, contact Tamarea exclusively at tamarea@ryzom.com
Translation Team :
Finally, we are looking for volunteers to translate in-game texts and official announcements into English, German, Spanish, Russian, French, and to proofread texts in
these five languages.
To apply, contact Tamarea exclusively at tamarea@ryzom.com
If you have any questions about recruitment, you can also contact me on chat.ryzom, I will be happy to answer them !
That was the last topic for today !
Thanks to all, and good game on Atys !

7 mal geändert | Zuletzt geändert von Jadeyn (vor 3 Jahren)

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Jadeyn | Senior Game Master | Polyglot/Multilingual
Ryzom Support Team

#266 Mehrsprachig 

Mehrsprachig | English | Français
See : https://app.ryzom.com/app_forum/index.php?page=topic/view/32056/1 .

2 mal geändert | Zuletzt geändert von Jadeyn (vor 3 Jahren)

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Jadeyn | Senior Game Master | Polyglot/Multilingual
Ryzom Support Team

#267 Mehrsprachig 

Mehrsprachig | English | Français

Ryzom Forge meeting (March 7th 2022)


Date: monday, March 7th, 20:30 UTC (21:30 CET)

Meeting places:
  • Atys, on the public forge channel
or
  • Ryzom Chat, channel #pub-forge-xx (ex https://chat.ryzom.com/channel/pub-forge-en


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
  • Patch on March, 7th
  • OP refactoring
  • Recruitment

2 mal geändert | Zuletzt geändert von Ghost Of Atys (vor 3 Jahren)

#268 Mehrsprachig 

Mehrsprachig | English | [Français]

Compte-Rendu de la réunion de Ryzom Forge – 07 Mars 2022

Ulukyn
En effet, ce fût long l'arrivée de ces jetons !
Et oui, il y a de l'arnaque comme dans toutes les roues !
Néanmoins, on espère tout de même que l'arrivée de nouvelles tenues et armes vous aient mis en appétit !
Car le but évidemment est de pouvoir continuer à en ajouter, à la roue, mais aussi dans d'autres types de gameplay.
Pour ceux qui ne l'ont pas vu (c'est vrai que j'ai zappé de le remonter pour l'indiquer dans la patch note) mais le PNJ à côté de la roue vous propose d'échanger vos cadeaux contre des tickets.
Et les tickets contre des jetons suprêmes. Ainsi, si vous avez trop de perruques, aucun soucis, il sera content de vous les reprendre.
Y a-t-il des questions ?

Q : Est-ce qu'on pourra aussi gagner des plans pour faire les nouvelles tenues ? Histoire d'associer style et habileté de l'artisan.

R : On vient de me le souffler à l'oreille.
Alors, toutes les tenues qu'on ajoute ont toutes un plan de création.
C'est systématique.
Alors concernant la quantité de matières, c'est assez un peu aléatoire, après tout, qui sait comment elle ont été fabriquées ?
Donc si nous venions à ajouter de nouvelles tenues à la roue en remplacement des anciennes, il serait tout à fait possible de mettre les plans à disposition moyennant un défi à réaliser.
D'autres questions ?

Q : Il y a la liste des cadeaux échangeables contre des tickets quelque part ?

R : 2 secondes, j'envoie une capture d'écran.
https://app.ryzom.com/app_web_assets/assets/694863/Clipboard%20-% 207%20mars%202022%2021%2045.png
Il y a donc : peluches, sous-vêtements, tenues de refugié, perruques et tatouages.
D'autres pourront venir s'ajouter comme les morceaux de zig / monture.
Ainsi que l'échange de jetons d'un type vers un autre (à un taux de change abusé ... Évidemment !)

Q : L'échange de perruques : il semble qu'on ne puisse pas choisir la couleur à échanger.

R : Il est maintenant possible de verrouiller un objet dans le sac spécial et dans ce cas là il ne sera pas échangeable ni échangé.
C'est ce qui permet de choisir quel objet échanger avec le PNJ.
D'autres questions ?
Si pas de questions, je vais en profiter pour parler un peu des ajouts de contenu.
Car c'est vrai qu'on en a pas eu depuis longtemps, il y avait eu des armes pour les évènements HRP mais rien de bien nouveau.
Nous avons maintenant Rizyinshi qui nous fait de belles armes (que je modifie un peu parfois) et qui est très motivé.
Nul doute qu'il nous en fera pleins d'autres !
Pour les tenues, l'idée a été de créer une jupe simple, lisse. C'est le cas de la nouvelle jupe à la roue.
C'est une base de jupe zoraï qui a été simplifiée.
De manière à avoir quelque chose d'assez simple à texturer.
Le modèle, la texture (au format Gimp avec les layers pour les 3 skins) et un tutoriel (dès que j'ai un peu de temps, promis) pour pouvoir faire sa propre version seront mis à disposition sur le wiki.
On aura peut-être de futurs designers qui nous feront la prochaine jupe pour la roue !
De plus, tous les objets, la correction de la coiffure ont été faits sous Blender.
Aucun besoin d'avoir 3DSmax, si quelqu'un se sent à l'aise avec l'outil, c'est avec plaisir qu'on l'aidera à intégrer sa création (si c'est validé évidemment !).
Le plus dur souvent c'est de se lancer.
Il y a, parait-il, de très bon cours sur Blender.
Mais dites vous une chose, quoi que vous fassiez, ce sera toujours mieux que la première tenue que j'ai faite pour Ryzom, la tenue PvP sac à patate !

Q : Au fait, tu te rappelles qu'on avait parlé il y a longtemps de ça, de pouvoir faire assoir les homins sur leur siège. À l'époque c'était impossible. Et maintenant, tu crois que cela le deviendrait ?

R : Ah ! Très bonne question !
Et bien il faut 2 choses, fixer un point d'attache sur un siège et coller une animation assis.
Pour l'animation, j'ai pu en ajouter une (un homin qui saute ... Totalement ridicule mais bon !).
Pour l'attache c'est plus complexe, il n'y a que les montures qui en ont.
Il faudrait donc des montures sièges !
Ça va finir en manège ça !
Il y a de moins en moins de choses que nous ne sachions pas faire.
Et pas mal de choses en fin de préparation, pas uniquement cosmétique.

Q : Monture volante ?

R : Si tu parles de monter sur un izam, c'est possible.
Mais voler dans le sens de pouvoir aller où tu veux dans les airs, non.
Car ton personnage va quand même se cogner !

Q : C'est ok de s'asseoir sur le sol, mais des coussins plats comme objets sur le sol seraient super !

Q : Oui, s'asseoir sur le sol sur des coussins. Ou rendre une chaise légèrement surélevée et marchable pour s'asseoir dessus est suffisant.

R : Ah, parce que vous n'avez pas de coussins ?

Q : En lac uniquement.

Q : Il y a, oui, beaucoup de cultures où l'on ne s'assoit que sur le sol.
Mais ils ont des coussins !

Q : Chez moi j'ai fait ça j'ai enfoncé les coussins dans le sol pour s'asseoir dessus.

R : Bon ben, il va falloir qu'on en livre !
Et avec l'option pouvoir s'asseoir sur le coussin et pas dans le coussin !
Ulukyn
Parlons d'OP refactoring.
Et bien, comme Silan refactoring va bientôt passer en traduction (et tests finaux), que le roue a eu son lot de cadeaux, que le nouveau système de tickets est aussi en test, eh bien, bonne nouvelle, je suis à plein temps sur OP Refactoring !
Donc dans environ un mois, ça va bouger !
Je vais juste rappeler les gros changements qui ont été validés par le groupe de travail.
Il y aura lors du reboot du serveur :
- Suppression des matières 50 et 100, pour ne garder que 150 et plus.
- Rotation des matières en qualité et en type.
En gros, un avant-poste pourra ne plus donner le même type de matière, ni la même qualité.
Toutefois, un avant poste 50 donnera beaucoup moins de matières qu'un avant poste 250.
Une fois l'avant-poste conquis.

Q : Nous avons aucun moyen de savoir ce qu'il pop avant d'avoir posé une foreuse ?

R : Alors là ... Bravo, tu me poses une colle ...
Nous allons y réfléchir, mais en effet il serait possible que la guilde qui vient de conquérir un avant-poste soit au courant de la matière et de la qualité.
Sans avoir à poser de foreuse.

Q : Il sera possible d'avoir un avant-poste sans combats ? Sinon comment font les rangers ?

R : Il a été proposé d'avoir aussi des attaques de kitins à la place des tribus.
Et donc du PvK
Qui n'est plus du PvP.

Q : C'est n'importe quoi ...
Les rangers n'aspirent pas à avoir d'avant-poste au risque de se retrouver à se battre contre des homins ...
C'est la typologie même de cette faction ...

R : OP Refactoring concerne le gameplay. Comment chaque joueur joue son personnage, ce n'est pas vraiment une question à laquelle le projet répond.
Je poursuis !
Il y aura dans les rotations de matières de petites subtilités.
Les avant-postes en zone bas niveau auront plus de chance de changer de qualité mais moins de chance de changer de matière.
Les avant-postes en zone haut niveau auront plus de chance de changer de matière mais moins de qualité.
Ainsi, un avant poste 250 qui donne de la vedice Q250 aura plus de chance de basculer sur de l'egiros Q250 que sur de la vedice Q150.
Et pour un avant poste 50 qui donne la même vedice Q250, il aura plus de chance de basculer en vedice Q200 qu'en egiros Q250.
Ensuite, en même temps que la rotation des matières, 50 % des avant-postes seront repris par des tribus.

Q : Y a-t-il un moyen de prédire quelle ressource un avant-poste produira dans le futur ?
Et pour voir ce qu'il fera avant de le combattre ?

R : Jamais à 100% car ça reste aléatoire.
Mais il y a une logique et un nombre fixe de matières et de qualités.
Donc en combinant les informations il serait possible d'en savoir davantage.

Q : C'est justement le but, de ne pas savoir. Il faudra se renseigner à droite à gauche pour savoir ce que l'avant-poste produit avant de l'attaquer.

Q : Est-ce que le rythme des rotations est connu d'avance ?

R : Il sera indiqué oui, mais jamais précis au jour près.
Il dépendra d'un reboot, mais si on part sur une rotation de 3 mois, ce sera 3 mois et quelques jours.

Q : Si jamais j'attaque un avant-poste et soudainement, rotation. Il se passe quoi ? L'attaque reste ou je suis remboursé et la rotation gagne sur le lancement de l'attaque ?

R : Le plus simple sera de bloquer les attaques juste avant une rotation, ce qui évitera ce scénario.

Q : Aura-t-on une chance de nous battre contre la tribu qui veut reprendre notre avant-poste ? Ou alors il y aura rotation et soudainement, plus d'avant-poste ?

R : Il sont très vicieux, ils attaquent quand vous dormez ...
De toute façon, vous vous doutez bien que si vous pouviez les combattre et qu'on arrive pas à 50%, on modiferait les niveaux pour avoir 50%. Donc ce serait juste impossible à gagner.
On ne peut pas équilibrer une attaque pour qu'une guilde de 5 joueurs ait les mêmes chances qu'une guilde de 20 joueurs.

Q : Le prix des attaques va-t-il changer ? Et celui de la foreuse ?

R : Oui, ils vont baisser.
Il n'y aura d'ailleurs plus qu'un modèle de foreuse par faction.
Une fois la rotation et la prise des avant-postes, il y aura une session de mises pour savoir qui va pouvoir attaquer tel ou tel avant-poste.
La session pourrait durer une dizaine de jours.
Le fonctionnement a un peu changé par rapport au projet initial, surtout pour donner une chance à tout le monde.
Chaque guilde aura 50 points qu'elle pourra miser, soit sur un seul avant-poste, soit sur plusieurs en les répartissant.
Elle pourra par exemple miser 30 points sur l'avant-poste X et 20 points sur l'avant-poste Y.

Q : La prise d'avant-poste(s) se fera obligatorement par combat ... On ne pourra pas acheter un avant-poste à la tribu ?

R : Oui, obligatoirement.

Donc les mises, à la fin des 10 jours, c'est très simple.
On regarde pour chaque avant-poste pris par une tribu la mise la plus haute et c'est la guilde qui a misé le montant qui gagne le droit d'attaquer l'avant-poste (elle aura environ 7 jours pour le faire).
Attention, en cas d'égalité (vous alliez me poser la question ?!) si deux guildes misent exactement le même montant, la mise ne compte pas et on regarde la mise suivante.
Donc si deux guildes misent toutes les deux 50, mais une troisième ne mise que 10, les deux mises à 50 sont ignorées. Bravo à la guilde qui n'a misé que 10, elle a eu du nez !

Q : On ne peut miser qu'au moment du changement de la rotation ?

R : Oui.
Les mises servent à savoir quelle guilde peut attaquer un avant-poste qui est détenu par une tribu.

Q : Donc si je suis ce que tu dis, là au moment du patch OP refactoring tous les avant-postes passent PNJs maraudeurs et donc à ce moment-là on aura 10 jours pour miser sur les avant-postes qu'on souhaite ?

R : 50%, pas tous. Et là il y aura les mises sur les 50% d'avant-postes tribus.
Les autres 50% on aura juste à lancer l'attaque.
Les autres 50% restent en mode normal.

Q : Ok et on est d'accord que ce 50 % change de cible à chaque rotation ?

R : C'est totalement aléatoire. On prend la liste, on en choisi la moitié.

Q : On mise sur une tribu ok. Mais est ce qu'on sait ce que les autres misent et est ce qu'on sait ce que cet avant-poste va produire ?

R : On ne sait rien ! Ce sont des mises à l'aveugle.

Donc une fois la session de mises finie, la guilde qui a le droit d'attaquer peut le faire.
Ou ne pas attaquer si elle le souhaite (ou si elle ne peut pas).
Le seuil de l'avant-poste est systématiquement de 5.
Donc si vous voulez vous entrainez, allez au Nexus et attaquer un avant post au seuil 5.

Q : Donc pour ce type d'avant-poste c'est uniquement du GvG ?
À ce moment-là je parle.

R : Du GvE.
C'est ta guilde contre la tribu, et uniquement.

Q : Ouais on peut appeler aucun renfort donc.

R : Non, aucun.

Q : Donc les guildes de 2 pour ce type d'avant-postes c'est cuit.

R : De plus, les membres ayant rejoint une guilde après le début des mises ne pourront pas non plus participer.
Si je ne dis pas de bêtises, d'après les tests au Nexus, une guilde de 3 sur un avant-poste 50 arrive à passer le seuil 5.
Mais évidemment pas sur un avant poste 250.

Q : Que se passe-t-il si la guilde qui a gagné la mise n'attaque pas l'avant-poste ? Ou ne passe pas le seuil ? L'avant-poste reste aux mains de la tribu combien de temps ?

R : J'allais y venir.

En cas de défaite ou de non attaque, l'avant-poste passe à son seuil maximum.
Et c'est à qui voudra l'attaquer.
En cas de réussite, l'avant-poste restera inattaquable pendant plusieurs jours avant de repasser en mode normal.
Histoire que la guilde puisse en profiter un peu.
Il y aura enfin un 3ème type de PvP.
Il sera possible pour une guilde de déclarer (après la session de mises et attaques de tribus) 2 fois par cycles (le nombre pourra changer) un GvG.
Ce qui n'engagera que les 2 guildes, celle qui attaque et celle qui défend.
En une seule phase.
Si la guilde gagne, l'avant-poste, de la même façon que pour les attaques GvE, reste inattaquable quelques jours.
Puis il ne sera attaquable qu'en GvG et cela pendant encore quelques jours.
Dans tous les cas, un avant-poste ne pourra être attaqué qu'une fois maximum par semaine en GvG.
En FvF c'est sans limite.
L'idée étant d'avoir finalement les trois types de PvP et que chaque guilde puisse y pratiquer son style de jeu.
Les périodes où les avant-postes ne sont pas attaquables servent à récompenser la guilde et qu'elle puisse profiter de l'avant-poste avant une éventuelle attaque FvF massive.
Je pense n'avoir rien oublié et si c'est le cas, ce sera la surprise !

Q : Quelle est la durée de la période sans attaque, s'il vous plaît ?
Et si PvE est de 50%, quel est le pourcentage pour GvG ? et FvF ?

R : Les 50% concernent les avant-postes qui seront repris par les tribus.
Ceux-là auront une periode de 10 jours sans attaque.
Mais les autres ça ne change pas.
Ils resteront en FvF comme maintenant.

Q : Pourquoi ne pas tenter votre nouvelle petite expérience avec des avant-postes inférieurs à Q150 pour voir comment le système fonctionne ou même s'il fonctionne avant de détruire ce qui reste de la fragile communauté.

R : Les avant-postes vont tendre à évoluer, nous prévoyons de nouvelles choses.
Mais le système actuel ne permet aucune évolution.
Si nous souhaitons ajouter de vrais matières de valeurs, il faut que cela ne déséquilibre pas plus le jeu.
Or pour cela, il faut que les attaques d'avant-postes soient la clef du gameplay.
Et non, le fait de le conserver autrement, ce qu'il va se passer c'est que nous serons obligés d'ajouter de nouvelles choses ailleurs, mieux équilibrées.
Et les avant-postes finiront par ne plus être que des ruines.

Q : Alors comment empêcher les gens de rejoindre la guilde attaquante avant l'attaque ?

R : Ah, je savais bien que j'avais zappé un truc !
Pour rejoindre un GvG ou un GvE il faut avoir intégré sa guilde au moins 3 semaines avant.

Q : Actuellement, les guerres d'avant-postes font venir des joueurs en jeu, s'il y en a. Un GvG ... En attirera beaucoup moins. Surtout si vous ne pouvez pas rejoindre les camps ou inclure de nouveaux joueurs.
Cela ne rend-il pas les choses plus triviales ? Nous avons testé un GvG et il a été difficile pour le parti opposé de rallier 4( !) personnes.

R : Désolé, nous avons déjà discuté de cela plusieurs fois.
Et travaillé pendant plusieurs mois avec de nombreux joueurs sur le sujet.
De toutes les factions.
Je sais que le projet a trainé ... Malheureusement.
Mais je ne vais pas revenir sur chaque point.
Pour les nouveaux joueurs, 3 semaines ce n'est rien.
De plus, on parle de GvG et GvE, non pas de FvF.

Q : Je quitte ma guilde tous les jours pour prendre des objets/matières premières dans mes autres halles de guildes ... Le stockage est un problème énorme. Cela signifie-t-il que je ne peux plus le faire ?

R : Si, tu pourras continuer à le faire. Dans le cas du GvE, si tu es dans la guilde au moment de la mise, tu pourras demander à participer à l'attaque contre la tribu.

Q : Donc le jour du pari, je suis dans la guilde, et entre le pari et l'attaque je peux toujours abandonner et revenir à la guilde ?

R : Dans le cas du GvG ce n'est pas simple, cela pourrait fonctionner aussi, si au moment de la déclaration du GvG vous êtes dans la guilde, vous pourrez participer, oui.

Q : Pourquoi ne pas simplement ajouter un bouton pour déclarer le GvG et rendre tout cela plus facile ?

R : Il y aura un bouton, promis !

Q : Est-ce qu'il y aura un tableau de bord ou quelque chose qui permettra de suivre quels avant-postes sont pris par les tribus, savoir quels avant-postes produisent quoi, etc ?

R : Il y aura un tableau pour savoir quels avant-postes sont pris par les tribus, oui.
Il servira à y mettre les mises.
Mais pas de savoir quel avant-poste produit quoi.

Q : Désolé, revenons au truc des 3 semaines ! Ça veut dire qu'on n'a plus besoin de considérer les 3 semaines ?
Pour autant que nous soyons présents dans la guilde au moment de la déclaration de GvG.

R : Si vous declarez un GvG, à ce moment-là, il y a une liste des membres sauvegardée.
Si vous quittez la guilde, vous pourrez demander à récupérez la date d'entrée dans la guilde qui avait été enregistrée.

Q : Une guilde peut-elle refuser un GvG si une guilde plus petite gagne un GvE et qu'on lui déclare un GvG ?

R : Non une guilde ne peut pas refuser le GvG.

Q : Si je conprends bien : une guilde peut gagner un avant-poste en GvE. Mais ensuite, l'avant-poste peut leur être retiré en GvG ?
Quel est le temps qu'ils garantissent l'avant-poste ?

R : Ou en FvF.
10 jours.
Et tous les avant-postes redeviennent comme actuellement éventuellement.
Tamarea
L'heure tourne et il est largement temps de passer au dernier sujet.
Nous remettrons "OP refactoring" à l'ordre du jour de la prochaine réunion.
Parlons donc du recrutement.
ÉQUIPE EVENT :
Nous cherchons des bénévoles souhaitant aider à écrire des scénarios d'event, ou bien souhaitant devenir acteurs en incarnant un personnage lors des events que nous jouons.
La formation est assurée, et l'entrée dans le jeu d'acteur se fait très progressivement pour laisser le temps à la recrue de prendre ses marques.
Rejoignez-nous pour bénéficier de cette expérience unique !
Pour postuler, contactez exclusivement Tamarea à tamarea@ryzom.com
ÉQUIPE SUPPORT :
Nous cherchons aussi des bénévoles souhaitant rejoindre l'équipe de Support afin d'aider les joueurs de diverses manières :
- Assistance informatique et technique, traitement des bugs, rôle de testeur sur le serveur de tests, veille au bon respect du règlement du jeu.
Pour en savoir plus, veuillez consulter ce post : https://app.ryzom.com/app_forum/index.php?page=topic/view/22047/2 #2.
Pour postuler, contactez exclusivement Tamarea à tamarea@ryzom.com
ÉQUIPE TRADUCTION :
Nous cherchons des bénévoles afin de traduire et corriger des textes en jeu et des annonces officielles dans les langues du jeu, ainsi que pour effectuer la relecture de textes dans ces cinq langues.
Même si vous avez peu de temps à offrir, votre aide sera la bienvenue !
Pour postuler, contactez exclusivement Tamarea à tamarea@ryzom.com
ÉQUIPE TEST :
Nos Devs préparent des patchs réguliers, et c'est grâce au rôle crucial des testeurs qu'ils peuvent arriver sur Atys avec très peu de bugs.
C'est pourquoi nous recherchons des bénévoles souhaitant donner un peu de leur temps pour aider à remonter des bugs et à tester les nouveautés en cours de développement.
Vous pourrez aider selon vos disponibilités et choisir en toute liberté les tests auxquels vous voulez participer.
Si vous avez des questions au sujet du recrutement, vous pouvez aussi me contacter sur chat.ryzom, j'y répondrai avec plaisir !
C'était le dernier sujet pour aujourd'hui !
Merci à tous, et bon jeu sur Atys !

19 mal geändert | Zuletzt geändert von Margote (vor 3 Jahren)

---

Jadeyn | Senior Game Master | Polyglot/Multilingual
Ryzom Support Team

#269 Mehrsprachig 

Mehrsprachig | English | Français

Ryzom Forge meeting (May 2nd 2022)


Date: monday, May 2nd, 19:30 UTC (21:30 CEST)

Meeting places:
  • Atys, on the public forge channel
or
  • Ryzom Chat, channel #pub-forge-xx (ex https://chat.ryzom.com/channel/pub-forge-en


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
  • OP refactoring
  • Boss refactoring
  • Offer a subscription
  • Activate DeepL in more ingame channels
  • Recruitment

#270 Mehrsprachig 

Mehrsprachig | English | Français

Ryzom Forge meeting report – 02 May 2022

Ulukyn
Well, when you have to start !
I give again here the topic on the forum : https://app.ryzom.com/app_forum/index.php?page=topic/view/32134/1 &post206409=en#1.
I will quickly summarize.
So last Monday there was a rotation of the OP materials and 50% of the OP were taken by tribes.
So we don't know what materials the OP of the tribes produce, but the guilds that still have an OP could see their new material and the new Q, which can only be 150 200 or 250.
At the same time, the betting system to obtain the right to attack in preview one of the OP of the tribes has been implemented.
Do you have any questions ?

Q : One question : at what point must the membership and level requirement be met ?

A : At the time of bidding.
This simplifies the process enormously.

Q : We have 14 OP taken back by NPCs.
I thought there are 24 OP in total ? That would be more than 50%.
Oh ! There are 28 OP actually. My mistake !

A : Let's forget it !
There are in fact 50% of the OP in zone 50, 50% in zone 100, etc ...
There are also the same qualities produced in each area.
Thus in zone 50, the OP produce 2xQ150, 1xQ200 and 1xQ250.
Same in zone 100 and 150.
No questions ? Any comments, opinions ?
Or does everyone want to see what it will be like ?

Q : Does the loss of the outposts also depend on the region ?

A : No, it's totally random.
Well ...

Q : Is 1/4 of the 50% in the country Tryker for example ?

A : No.
It is 50% of the OP in zone 50.
But then they can all be Tryker.
No chance, we'll have to send the giant robot guards next time !
It is possible to consult the OP taken by the tribes at the banner in the cities.
It is located next to the NPC outposts.

Q : It is possible for Q250 OP to make Q150 OP materials at a fast pace ?
Wouldn't be a waste ? I'm not sure if Q150 greslin pickaxes would be very useful !

A : An OP 250 always produces at the same rate, whether it is a Q150 or Q250.

Q : Right.
Wouldn't it make more sense to have Q250 OP make only Q250 OP materials ?

A : But indeed, nothing prevents if you find it more useful that the production is different depending on the Q. You'll have to suggest it on the forum.
The 250 OP have already produced lower Q materials.
So it's still something that already existed, we just added the random aspect so that the value of an OP varies from one cycle to another.

Q : Prior to OP Refactoring, no Q250 OP made lower than Q250 OP materials.

A : I can assure you that it was the case !
<ATOM Name=''quality_200'' Value=''0.06''/>
<ATOM Name=''quality_150'' Value=''0.02''/>
<ATOM Name=''quality_250'' Value=''0.92''/>
Here is what an OP 250 produced.
0.06% of Q200.
92% of Q250.
0.02% of Q150.
It is indeed very little, but it was still possible. That said, we didn't try to make the system as close as possible to the old one either.
We really think that the point of the OP wars is to fight to obtain an interesting outpost.
Have action and challenge.
If no other questions, I guess they will come later, we can move on !
Boss Refactoring.
We have taken into account a large number of feedbacks on the first version in the PR.
And we proposed to the working group a modification.
It will separate the PR system from the surface system.
On the surface (excluding Nexus) the system will be the same as the one on PR currently.
That is to say, only bosses with a creature in the region will appear.
Thus, as there are gubanis in the Void, there will be a gubani boss.
The frequency will be on average once a day.
As far as Rewards are concerned, here are the changes we will make.
All the bosses of Atys (with the exception of Kizarak) will appear in the 9 regions of PR.
It will be every 1st of the month randomly distributed among the 9 regions, which will give about 6 to 7 bosses per region.
The list of bosses available in each region will be available as a rumor from the scouts (NPCs) in the region.
This list will be updated every month.
The bosses of each region will appear with exactly the same frequency.
It's like putting the 6-7 bosses in a bag, and pulling them out randomly one after the other.
Then once they have all appeared, we put them back in the bag and start again.
So if you know which bosses are dead, you can eliminate them from the list and know which ones will arrive (but not in which order).
And not to miss any of this valuable information, at the death of the boss a pile of material and bones will appear at the place of his death.
This pile can be analyzed by anyone in order to know which boss died and approximately when.
Writing down and sharing this information will make it easier to target areas to check if you are looking for a particular boss material.

Q : So, if I understood correctly : on the surface, about one boss per day and per region. In the PR, 6 to 7 bosses per month and per region ?

Q : Question : How often does a boss appear in the PR / What is the cooldown within a month in a single region from one boss to the next ?

A : It's the same thing, about 1 per day.
So 30 per month per region.

Q : That's significantly more than before, isn't it ?

A : It's the same thing !
The pile with the bones will remain 24 hours.

Q : Would 48h be possible ?

A : I'll give you that !
We often use a temporary value because it is difficult to talk with letters.
So the 24 hours were for information purposes, 48 hours could be a correct value too.
Let's say between 24 and 48 hours, it will be defined !
Are there any questions ?

Q : Will some bosses become unavailable for a month with this system ?
(From the fact that they would not be selected in any region for example).

A : No, it's just the opposite.
All bosses of the game will be available.
Madakoo, for example.
So many people miss him.
Well, he will be in a region in June.
Sometimes a 150 area, sometimes 200 and yeahhhh sometimes in 250 area.

Q : Do we know the number of materials produced by an OP per day/month according to its quality ?

A : I am in the process of retrieving information, to determine if the rate is correct or not. I'll take any information on this !

Q : Can a boss that spawns in one area be found at the same time in another area ? (Will a Madakoo 170 block a Madakoo 270 for example ?).

A : Madakoo will only be able to appear in one region during the month.
If he is assigned to a region 150, he will only appear in region 150.
But, there is obviously a special case.
If Madakoo appears last days of June in a region, he can appear the following month in another region at the very beginning of the month.
Because we only change the lists, we do not make disappear bosses that are already in game.

Q : If I understand correctly, he will only be 270 once every 3 months?

A : PR levels : 250-250-250-200-150-200-150-200 ----> 4/9 chance for level 250.

Q : When you say 6-7 bosses per region ... Do you mean per land ? Or per region (like Dryon, thesos, etc ...) ?

A : We only talk about the 9 regions of PR.

For the surface regions, it's the current system used in PR.
There is no list, but only the creatures that exist in the area that give a boss.
These are 2 different systems.
In PR : 6-7 bosses in the 9 regions.
Out of PR : Bosses depend on the creatures in the area.

Q : And on the surface, there can be 2 similar bosses in different places though ?

A : Yes, each region is independent.
So there are many Kipee bosses !
Kipees are everywhere !

Any other questions ?
Let's move on !
Tamarea
Next topic : Offer a subscription.
Last month I published a poll about "be able to gift a subscription to a friend": https://app.ryzom.com/app_forum/index.php?page=topic/view/32084/1 &post206156=en#1
As nearly all the players who answered voted for it, we'll add it !
So you'll have soon the ability to offer a subscription to another player.
Next topic ?
Activate DeepL in more ingame channels.
We are testing the extend of DeepL to new channels : Leagues, Teams and Factions (Kara, Kami, Marauder, Ranger, Matis, Fyros, Tryker, Zoraï).
We hope you'll enjoy the feature !
Last topic ?
We are looking for volunteers for different teams : event, support, translation, testing.
EVENT TEAM :
We are looking for volunteers who want to help write event scripts, or who want to become actors by playing a character in the events we play.
The training is assured, and the entry in the acting is done very gradually to leave time to the recruit to take its marks.
Join us to benefit from this unique experience !
To apply, contact Tamarea exclusively at tamarea@ryzom.com
SUPPORT TEAM :
We are also looking for volunteers to join the support team to help players in various ways :
- Computer and technical assistance, bug handling, role of tester on the test server, ensuring compliance with the game rules.
To learn more, please see this post : https://app.ryzom.com/app_forum/index.php?page=topic/view/22047/2 #2.
To apply, contact Tamarea exclusively at tamarea@ryzom.com
TRANSLATION TEAM :
We are looking for volunteers to translate and proofread in-game texts and official announcements in the languages of the game, as well as to proofread texts in these five languages.
Even if you don't have a lot of time to offer, your help is welcome !
To apply, contact Tamarea exclusively at tamarea@ryzom.com
TEST TEAM :
Our Devs prepare regular patches, and it is thanks to the crucial role of testers that they can arrive on Atys with very few bugs.
That's why we're looking for volunteers who want to give some of their time to help with bugs and test new features under development.
You will be able to help according to your availability and choose freely the tests you want to participate in.
If you have any questions about recruitment, you can also contact me (Tamarea) on chat.ryzom, I'll be happy to answer them !

3 mal geändert | Zuletzt geändert von Jadeyn (vor 3 Jahren)

---

Jadeyn | Senior Game Master | Polyglot/Multilingual
Ryzom Support Team

#271 Mehrsprachig 

Mehrsprachig | English | Français

Ryzom Forge meeting (June 13th 2022)


Date: monday, June 13th, 19:30 UTC (21:30 CET)

Meeting places:
  • Atys, on the public forge channel
or
  • Ryzom Chat, channel #pub-forge-xx (ex https://chat.ryzom.com/channel/pub-forge-en


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
  • News about the projects about to be released
    • Rywards
    • Silan Refactoring
  • Feedback about the released projects
    • Outpost Refactoring
    • Boss Refactoring
  • Recruitment

#272 Mehrsprachig 

Mehrsprachig | English | Français

Ryzom Forge meeting report – June 13, 2022

1 - Feedbacks about Outposts Refactoring

Ulukyn (RT) – 19:38 UTC
Considering the way the first cycle is going, we have already decided to reduce the length of the bidding period from two weeks to one week as of the next rotation of materials.
But we are still curious to know the thoughts and suggestions that this first experience has inspired to you, the practitioners. The floor is yours, then!

Q: It is a pity to have to bet without knowing what exactly you are betting for (bidding period) or, later (period following the recapture of OPs in GVE), to have to attack in GvG or FvF an OP without knowing what it produces. In both cases, these are too risky bets. To find oneself owner of an OP producing only Q200 material after the effort made for the hardest conquest is very disappointing. Couldn't we make public the production of relevant OPs once the bidding period closed?
A:
A bet is, by definition, more or less risky. As far as level 250 or 200 OPs are concerned, you are indeed faced with a dilemma: abstain in order not to risk the disappointment you point out (and stick to bidding on level 50 outposts, for example) or take it in order not to miss the chance (which is not negligible, despite all) of obtaining Q250 materials.

Q: As it is logical that the "richest" OPs are the best defended, would it not be preferable that the difficulty of a GvE battle be based on the quality of the production of the OP it concerns rather than on its level (that of the region where it is located)?
A:
No, because small guilds must also have their chance, so they can bet on an outpost knowing they can conquer it with a small troop. Bets are made on the quality of the materials produced (bidding on a 250OP exposes to a bad surprise, on a 50OP to a good one) but the difficulty of conquest cannot be risky, except to let play only the big guilds with big needs.

Q: Shouldn't there be a maximum number of GvE attacks allowed for guilds to take back from NPCs the OPs the bids have assigned to them, so that the OPs don't remain blocked (forbidden to GvG or FvF attacks) for too long? Couldn't we agree, for example, that a guild, after two failed GvE attacks, let another guild attack in GvE before, if necessary, being able to attack a third time in GvE?
A:
Yes, this is a proposal we will think about. In fact, another proposal to make GvE less difficult has been made and is under consideration: that attackers should not lose a "Max Level" when they lose a round (so conquering an OP at threshold 7, for example, would require winning only 8 rounds). In fact, we'll probably review GvE attacks to reduce the mentioned blocking time, whether it's due to NPCs being too resistant or too many failed attacks.

Q: Many regret the previous system, where guilds had more freedom, were less subject to rules and deadlines. Because the present system is slow: for example, the GvE recapture of the whole of OPs concerned in the present cycle was completed only recently and no FvF battle has yet taken place... Couldn't the system be simplified to speed up the operations?
A:
We've had similar feedback, yes. The operations of the current cycle have indeed required more time than expected (probably because this is the very first cycle: once the rules are stabilized and assimilated by the players, let's say within three cycles, the regime will be more sustained). Moreover, it is not impossible that we extend its duration in order to complete our observations and make the necessary adjustments for the second cycle.

Q: During GvE battles, we get bored between two squad pops (low level OPs or first rounds of high level OPs). Would it be possible to add a button to the OP window, accessible only to the guild leader and allowing him to request the sending of the next squad? It would shorten the dead times…
A:
We agree with the observation and will discuss the proposal.

Q: It would make more sense if the amount of Q250 materials produced by 250OPs was greater than the amount of Q200 and Q250 material produced by 150OPs. Better yet, since low quality materials is not very useful, shouldn't every OP produce only Q250 materials in a quantity proportional to its level?
A:
There is a concern that if this last proposal were adopted, the 50OPs would lose much of their appeal, since they could then only produce one unit of Q250 materials per week. But we will give it serious consideration, yes.

Q: Does a guild that abandons an OP during the bidding period get back any points to bid? And, if so, doesn't this give the guild too big an advantage (the one, after having noticed that one of its OPs produces materials of no interest, of receiving more bidding points thanks to information known only to it)?
A:
Yes. And no: this advantage makes the system more calculable and forces guilds to have as many OPs as possible at the end of a cycle. This contributes to the goal set for the refactoring: making OP battles flourish again.

Q: Couldn't we, to make the bidding period more interesting, credit all the guilds, whatever the number of OPs they own at its opening, with the same number of points to bid but set a maximum to the number of OPs owned by the same guild at the end of the recapture period (GvE)?
A (given the all-out debate between participants initiated by the question):
It is reminded that everyone can join the OP Refactoring working group in which all these questions and proposals will be examined and discussed.

2 - Feedbacks about Boss Refactoring

Ulukyn (RT) – 20:21 UTC
And let's move on: any questions, feedback, proposals about Boss Refactoring?

Q: Would it be possible to award a title ("King of Bones" for example) to the players who would have found 1000 bones of killed Bosses or/and to the first one who would have found 1000 living Bosses and to grant an achievement to those who would have killed all the Bosses? And the same as for guilds?
A:
Proposals noted: we will think about them!

Q: Today only the leader and his senior officers are informed via the guild app of the results of a search for Bosses. Couldn't we allow all guild members to access this information?
A:
Yes, because the restriction was not deliberate (it has no reason for being). And other bugs (in the scaling of Bosses, in the display of their minions' characteristics, etc.) will be fixed too.

Q: Couldn't we display on the bones of a fallen Boss the names of the players who killed him?
A:
No: it would not be easy to implement. Moreover the players involved would probably not agree to such a display.

Q: Could the bones of a fallen Boss appear not in the place of his death, but in the place of his birth?
A:
No, because that would be implausible (what wild animal perishes in the exact place of its birth?) and would remove all interest in the search for Bosses.

3 - Introduction of Rywards

Ulukyn (RT) – 20:50 UTC
In the next few days we will implement the new Rywards window intended to replace the display of the objects constituting the furniture of the apartments. It has been tested and only remains to write and distribute the announcement presenting it.
As soon as it is implemented, new objects will be available and new possibilities will be offered to apartment owners. Namely: purchase of furniture previously reserved for players of other nations and conversion of their duplicates and other unwanted items into tickets that can be exchanged for new ones.
Your further ideas for furniture enrichment will be welcome!

Q: Possibility to send your duplicates to friends? To host a fourth zig in your apartment?
A:
It is noted and we will consider it.

Q: Will the bug that prohibits retrieving or moving furniture placed in the Marauder Camp apartments be fixed?
A:
Yes, we have it treated.

Q (off topic): Will the new stats for the faction shield and robe, as well as their crafting plans, be available on this occasion?
A (given the passionate debate between participants launched by the question):
Let's move on.

4 - Silan Refactoring

Ulukyn (RT) – 21:12 UTC
The new beginners' isle is now in test on Gingo (so its implementation should not wait too long) and includes :
• some pages enriching the creation of the character by allowing to indicate briefly its tastes and its background;
• a new tutorial area (already in place but empty for the time being);
• a dynamic tutorial organized in lessons explaining the basic gameplay;
• ... and still the sleeping lady (but she doesn't snore anymore... phew).
Other tutorials will be added later (and I'd be happy to have help for their design :D ).
So you'll soon be able to create an "alt" to test all this.

Q: Will the lessons of the new tutorial remain available for reference, or will they disappear after the new player has read them?
A:
Yes: they will remain available at any time in the Academic Knowledge section of the Encyclopedia (accessible in-game via the Shift+E combination).

Q: Will the tutorial be completed to accompany new players in their discovery of the continent?
A:
Yes, that's what we have planned.

5 - Quality of Life on Atys

Ariald (RT) – 21:20 UTC
I have been inactive for a while, but I am happy to announce that I have resumed work on the next "Quality of Life" patch.
This patch will be implemented in mid-July (estimate) and will include three major changes:
• Adding of pockets
• Refactoring of the Equipment window
• Refactoring of equipable items groups (part 1)
Since we have already talked about them extensively in previous meetings, I'll skip over the pockets.
As far as the Equipment window is concerned, the whole user interface has been revisited and its content (enriched with pockets, therefore) is now adaptable according to its size.
The management of groups of equipable objects is a bit problematic today. The user interface is bad: everything is controlled through / commands and the SysInfo window. The problem will be solved by two patches:
• the first one (mid-July, thus) will allow the player to create, display and delete groups of items via the game UI (but the / commands will remain operational, so optional use);
• the second one will go deeper and allow the player to modify the content of the groups directly in the Equipment window enriched for this purpose with checkboxes.
As usual, this QoL patch contains many bug fixes and small features that I won't detail one by one. But be aware that applying it will allow you to open (finally!) the exit dialog box by simply pressing the Escape key!
To finish, if you want to follow the progress of the patch in a more detailed way, here is the link to the GitLab milestone that reports on it.

6 - Call for volunteers

Tamarea (RT) – 21:40 UTC
Lately, we've been putting two big projects into play: the OP and the Boss refactorings. Coming soon will be our third big project, Silan Refactoring. Behind each of these three projects, but also behind each new feature, each improvement of the game, each event played, each technical help brought to a player, there is not the work of one person, but the work of a whole team of devoted and passionate volunteers who give of their knowledge and their time, according to their possibilities, to allow Ryzom to evolve as it does today.
And for that, I thank them.
If you too have some time that you would like to devote to help them behind the scenes to make the game move forward, you can contact me on chat.ryzom or by email at tamarea@ryzom.com, and we will see together which team would suit you best and which you could join: Development, Communication & Marketing, Event, Game-Design, Computer Graphics, Level-design, Lore, Support, Testing, Translation & Proofreading. The choice is vast!
If you prefer to help out by joining a group working specifically on a project, that's also possible. For example, at the moment, OP Refactoring and Silan Refactoring projects.
Feel free to contact me for more information!

The meeting is closed at 21:45 UTC.

4 mal geändert | Zuletzt geändert von Nilstilar (vor 2 Jahren)

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#273 Mehrsprachig 

Mehrsprachig | English | Français

Ryzom Forge meeting (September 12th 2022)


Date: monday, September 12th, 19:30 UTC (21:30 CEST)

Meeting places:
  • Atys, on the public forge channel
or
  • Ryzom Chat, channel #pub-forge

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
  • Atys games (feedback)
  • Rywards (feedback)
  • OP refactoring
  • Boss refactoring
  • Silan Refactoring
  • Novel in Ryzom Universe
  • New Ticket System

2 mal geändert | Zuletzt geändert von Maupas (vor 2 Jahren)

#274 Mehrsprachig 

Mehrsprachig | English | Français

Ryzom Forge meeting report – September 12, 2022

1 - Feedbacks about Atys Games and Rywards

Ulukyn (RT) – 19:32 UTC
Ulukyn invites attendees to express their opinions and suggestions on these two topics, as well as on the latest updates of Ryzom Chat.

– I enjoyed the Atys Games races, but why didn't you announce on the forum that they were prolonged and that there would be a reward for participants even if they didn't win?
Ulukyn :
During the Games period, this month of August, the communication team was not in full...

– During the games, the Silan Creatures events were great: they filled my pockets with dappers! Please offer them again!
– As for me, I think that the rewards we received then were too big: the excellent token are worth almost nothing with this type of event.
– Agree: I still have some left even though I didn't participate much.
Ulukyn :
Duly noted.

– Personally, I was absent during the Games (on vacation). So I didn't have the opportunity to participate to much... Wouldn't it be better to span them over two months?
Ulukyn :
We could indeed, by proposing a different set of activities depending on the month. By the way, this is what happened on a month this time: the events on Silan were introduced two weeks after the beginning of the Games. So this proposal will be considered.

– It would be nice if the winners of the Games were published in the forum. Indeed, as I couldn't attend the closing ceremony this year, I don't know what happened to my entries.
Ulukyn :
Sounds like a good idea.

Ulukyn concludes the segment by stating, regarding Rywards, that in the coming months:
• underwear will be moved there;
• all items will be exchangeable for tickets;
• sending items to friends will be possible (with restrictions for F2P players that remain to be determined).

2 - Outposts Refactoring

Ulukyn (RT) – 19:50 UTC
Two important pieces of information:
• the next rotation date for raw materials produced by outposts is Wednesday, October 5;
• the bug that affected NPC placement in outposts has been fixed.

Scheduled changes to the outpost mechanics, which will mark the end of the first stage of the refactoring when implemented:
• the length of the bidding period will be set to one week (i.e., for the upcoming rotation, October 5-12);
• battle-rounds lost by the attacking guild in GVE will no longer lower the "Max Attacker Level" by 1 (including Nexus); this should make GvE easier;
• a guild failing to retake an outpost in GVE will not be able to attack an outpost in GVE for a week (except in Nexus);
• after a failed GVE attack, the threshold of the concerned outpost will no longer be raised back to its initial value, but will keep the value reached at the end of the lost battle (and then decrease over time).

Tutorial interlude
Following a request for clarification from a participant not translated by DeepL in Ryzom Chat, it is specified that the translation for the readers (including those in game) of what is typed in RC is effective only if the typing language is the one indicated in the [Preferences] of [My account] (see menus displayed by clicking on the icon at the top left of the RC window which bears the dot indicating your status).

3 - Boss and Silan refactorings

Ulukyn (RT) – 20:02 UTC
Bosses
Statistics of some of them will be corrected and the overhauled system (except, at first, the management of the bones of fallen Bosses) will be extended to the whole of Atys soon (probably on October 5th, or at the next server reboot).

Silan
The refactoring patch is scheduled to be released before the end of September, along with a substantial "Quality of Life" patch that will bring the improvements mentioned in the previous Ryzom Forge meetings.
On asking of a player who returned to Atys after a long absence (and who, delighted to find a living and working game, complimented the RT on it) for more details on this point, Ulukyn points to the URL of the present forum thread, which collects the minutes of the said meetings.
On Silan, we also plan to add lessons to introduce new players to the various nations and factions of Atys in as neutral a manner as possible, describing their particularities and how to join each of them. We'll start by building the lesson about the Marauders because, unlike the other nations and factions, they don't have any representatives among the NPCs in Silan.
Please note: these lessons can be built by players with no development skills. So, all contributions will be welcome!

Q: Regarding the Bosses: will they be as random as in Prime Roots or will their distribution depend on the region considered?
A:
No: on the surface of Atys, the only Bosses likely to appear in a region will be those belonging to one of the species populating that region.

4 - New management of tickets

Ulukyn (RT) – 20:17 UTC
It's been several months (even years) since we wanted to modernize the ticket system.
The new version is in the final testing phase and brings a lot of changes compared to the current system (which is not so good).

The notable changes are the following.
• Complete redesign of the ticket submission form (including in-game) with categories based on the request, clear input fields to allow CSRs to see important information right away.
• Ticket tracking (in-game and out-of-game). That is to say, a list of tickets indicating for each one its status, the person who took care of it and its complete history.
• Possibility offered to answer directly to a ticket, allowing to start a real conversation illustrable through drag and drop of screenshots (out of game only).
• Sending, out of game but also in game, of an email indicating that an answer has been given and containing a link allowing to open the ticket.
• The same player can obviously open several different tickets at the same time, each ticket being individualized.

Do you have any questions or suggestions, features you would like to see added?

Q: Can we already test this new system? Or have a preveiw?
A:
Yes. CSR are conducting the final tests at the moment and the test team will soon be able to move on, I think. Without risk, by the way: the future system and the current one don't share anything, for the moment.

Q (off topic): What about the faction shield design?
A:
Please send me your idea of its statistics by private message!

5 - A novel in the Ryzom universe

Tamarea (RT) – 20:31 UTC
This summer, we had the great pleasure to see published the first volume of a novel taking place in the universe of Ryzom: "The Sacred War", written and self-published by Rémi Dromnelle.
The story, which takes place in the Old Lands, is really exciting; the immersion is fast, and one lets oneself be carried away with pleasure in the whirlwind of the heroes' life, living with them a few years of the History of Atys.
As the author is French, the novel was naturally published in that language. However, an English translation as well as a German one are in progress by volunteer players.
To learn more about this novel, see the forum thread dedicated to it, if you want to visit the book's website, it's here and, finally, if you want to buy it in hard copy or in PDF version, go to Librinova at this page.
But I warn you: it's so exciting that you'll have trouble letting go of the book before you finish it! And it's true to life!

Are there any players who have already read the novel, among those who are following this meeting? And, if so, would they be willing to give us their feelings, without spoiling the story?

(Two player-readers express their feelings:
– To get in your library right away!
– Already given on the right post: It smells like the beginnings of Rôdeurs and Marauders. It's the History of Atys, but one name escaped the author: Kal (it won't speak to everyone, but to Aniro players certainly).
)

The next issue of our magazine "Behind the Scenes" will be dedicated to an interview with the author of the novel, Rémi. When I finished reading the novel (at 3 a.m.) and he asked me what I thought, I replied: "I want the sequel !!!!!!!!!!!!!". The volunteers of the translation team will be the first to have the privilege of reading this issue... and the translation team is recruiting!
I should also point out that the author (and this is something very important to him) wanted to allow our community to read the novel for free on the Ryzom wiki (click on the language flag to display its ongoing translations). But feel free, of course, to buy the book too if you want to support the author!

Q: Is the novel based on the Lore, or do original characters appear there?
A :
Both! This is fiction, not a summary of the Lore. But it tells a real part of the Lore. In fact, the author has constantly solicited the Lore team during the writing process, both for clarification and validation.

Q: For me, I would rather it BE the Lore of Atys than a fiction. The History that you can read in the wiki is acceptable, but a historical library of Atys would be great.
A:
This fiction describes in a very plausible way a large part of the past of Atys, in the Old Lands.

Various issues

Ulukyn (RT) – 20:17 UTC
The dynamic event of kitin invasion seldom runs during the week and, given the large number of invaders, it sometimes takes a long time to resolve.
What would you think, then, of more frequent invasions involving fewer invaders?
(The suggestion is welcomed and Ulukyn, on the remark of an attendee, confirmed that this frequency/importance ratio of kitin invasions could indeed be adapted to the number of players present on Atys at such or such time of the year.)

Q: Couldn't we propose one-off events like "Festive Nests", where items to be discovered by other players could be placed, hidden or not, on Atys. This kind of event really adds a lot of fun, atmosphere and RP opportunities, I think.
A:
The "Festive Nests" mini-game was indeed very popular during the last Refugee's Day. As we haven't decided how the Rywards will be offered to friends, this kind of event is a possibility... But I can't say anything more.

This is followed by some remarks and suggestions that launch debates among the participants, debates that Tamarea, to conclude, invites to continue on the forum.

The meeting is closed at 21:25 UTC.

Zuletzt geändert von Maupas (vor 2 Jahren)

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#275 Mehrsprachig 

Mehrsprachig | Français | English

Ryzom Forge meeting report – October 10th, 2022

1 – Feedbacks about the last patch patch

Ulukyn(RT) – 19h36 UTC
And we'll start as usual with the feedbacks. Are there any feedbacks/comments/suggestions about the last patch?

-- Is it planned to resize the missions window properly? It can't get as small as it used to be, and it doesn't get big enough for some of the longer descriptions?
Ulukyn : Ok, I'll add the problem to the list right now

-- The graphical problems are pretty bad. The sizing of objects. It happens everywhere. Sometimes things are so big they fill up the entire screen and I cant even see where I am going.
Ulukyn: The bug is known and is being fixed, but it's not easy because we don't know why it only affects players on Macos.
The patch introduced a smoother creature/item magnification. Before, when a script changed the size of an object, it was done in steps, visually it was ugly.
I don't understand why it only bugs on Mac (and I don't have a Mac... so not easy) but I'll find out eventually :). Probably something stupid like it often does.


-- Regarding the redesign of Silan and the new tags I created several characters to test a little bit of everything and I could notice that the tags are mixed between the characters. I have two new characters with no tags, they have been moved on to old characters
Ulukyn : I will contact you for more info, I'm interested.

-- Regarding the new tutorial, when you grow psykoplas for training, you have to kill the psyko that grew before growing another one. Otherwise the bag buds count down but there is still only one growing
Ulukyn: [i]That's right, every time you grow a bud, the previous one disappears, so there aren't dozens of them for nothing. This is intentional, the same principle applies to the maraudeur banner. What would you suggest?
I was thinking of maybe avoiding the bud count in the bag if we didn't kill the psykopla involved.
Ulukyn: That's an idea. I make a note, I don't know if it's feasible :)

-- I have a compliment for you. :) I think the new possibilities in the inventory are great. The new pockets are very useful in the daily game. A big congratulations for that.
A second action bar that doesn't reflect the first one anymore, I don't find that very useful.


-- I'm a fan of the fix that allows you to sell directly to the NPC again with Shift + Enter
Ulukyn: We were wondering if this was fixed for everyone (I never had the bug for example), so much the better if it is the case :)

Ulukyn: Are there more crashes than before? There were quite a few after the patch, especially when going to Silan. We fixed 2 big bugs.
We will try to get better crash logs, so we can fix more of them, if there are people who have C++ knowledge on the subject, it would be great :)

--At some time, there were some crashes when we were trading old tokens (the ones we have in exchange for titles), but that seems to have been fixed
Ulukyn: Yes, this one is fixed.

-- Can the NPC sale be reset to the way it was before, i.e. recognizing that the Shift key is still pressed? Since the patch, you only sell one item to the NPC and to the players, so if you have multiple items to sell you have to press Shift + Enter for each item, not hold Shift while spamming Enter.
Ulukyn: You should send a ticket with the details, your OS (if Linux the distribution), it seems that Shift + Enter does not work the same way for everyone.

-- All windows sometimes get stacked at reconnection. Is this a known bug? Under Windows in windowed mode, all the windows of the game are superimposed on top of each other at the bottom left. I have to replace them one by one. It happened to me 2 times in the last few days but never before.
Ulukyn: It happens on Linux, but I've never seen it on Windows. Typically, it's when the client window is minimized. The windows are then all moved to the same place. I'll get back to you to check it out.

--On the whole, nice job. We always complain about bugs or some changes. But nice job anyway. Thanks


Ulukyn: In any case, we will continue to fix the bugs and will revisit the forum for ideas of Quality of Life additions, do not hesitate to send up posts ;)

2 – New features

Ulukyn(RT) – 20h19 UTC
I won't go into detail, but it might give you an idea.

The QoL (Quality of Life) patches will continue to add new features to make the game more enjoyable and fix bugs. And in order to make the work of the devs easier, we have gathered the whole client code in one place: https://gitlab.com/ryzom/ryzom-core, whereas it was previously on 3 different repositories.
You can now see the list of issues (bugs): https://gitlab.com/ryzom/ryzom-core/-/issues
Everything is public :)

About the Storyline, it will start again soon, we had a rather busy year and we couldn't progress on it as we wanted.
We'll have to improve this in order to make it progress more regularly, the lessons system should help :)

Speaking of lessons, we will obviously continue the tutorial and lessons on nations/factions. Especially since it's pretty quick to do now that the system is coded.

We will continue to add the rewards to Rywards so that it can list all the items to be won. Including the underwear (and I know this will make people happy :D )

Finally, and still with the idea of finishing things that are not finished, the guild islands will be fixed and finished (with the possibility to visit other islands).
Content for the guilds can then be added.
This is the big development axis we have planned.

Of course the ongoing projects like op refactoring, bosses refactoring and all refactorings will be continued and finalized.


--Are there any plans for the maraudeur faction?
Ulukyn: Oops I forgot. So yes, we have added the marauder camp on Silan to continue development. It's one of the things we need to finish, so we'll finish it.

-- Finishing the rites would really be a good thing.

--Has consideration been given to allowing openable items in pockets?
Ulukyn: We have already answered on the forum for some items, you can add on the post the items you think useful. For the artifact [Editor's note: automatic purchase of pacts] it is in progress, but we have prioritized the bugs.

-- Will there be "neutral" maraudeur teleportes that you can have without being a maraudeur? Because a new maraudeir has to do all the fames at -50 and then walk all over Atys to get everything again compared to the other factions.
Ulukyn : No it is not planned for the moment.

-- Will there be something for the Trytonists. They have waiting for so long.
Ulukyn: We will not add factions in terms of gameplay any more. It's a lot of work that costs us a lot. It would not be reasonable. However, in terms of RP, the event team should be able to do it (and I can't speak for them).

-- Can we still expect big new gameplay features like new light maraudeur bosses, new crafting plans, new occupations, etc?
Ulukyn: We've been constantly improving the tools in order to make things easier and simpler. That's what takes the most time, having the right tools.
For the crafting plans, every item added to the wheel is always accompanied by a crafting plan. So, once the items have been replaced by new ones, it will be possible to offer the plans as a reward.


--Speaking of crafting, the look of items created with natural mp is disappointing. Wouldn't it be possible to improve them? (Natural mp earned hard on nexus ops give crafts with pale yellow bubbles... one could hope for better)
Green would be closer to the ranger colors :)

Ulukyn: Ah if they had been refined, purified or modified yes. But without treatment, I'm afraid they will remain in a simplistic state :P
We'll see what can be done though :)


--Can we have barrel-refactoring too? There is a 150 ratio between shooki and byrh barrels (volume 1 in the bag for shooki barrels. 150 for byrh. You have to be motivated to put a barrel of byrh).
Ulukyn : Haha ok, maybe there was a mistake :)

--Achievements give yubo points. Are there any plans for them to be used for anything other than personal glory?
Ulukyn: Very sincerely... no plans at the moment. But if there are proposals on the forum, they will be taken into account.

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Peu importe que la chope soit à moitié vide ou à moitié pleine, tant qu'on a le tonneau.

#276 Mehrsprachig 

Mehrsprachig | English | Français

Ryzom Forge meeting (January 2nd 2023)

Meeting Posponed to January 23rd.

Zuletzt geändert von Ghost Of Atys (vor 2 Jahren)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com
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