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#244 [en] 

Kaetemi
Currently all mobs and equipment items are usable, allowing you to create your own world using both World Editor and the Ring. Player actions and materials are not yet available and still in the works.

I'm following this project for a while and I had tears in my eyes seeing (a more or less empty) ring shard working on my own machine! I miss this game mechanic so much and I am very thankful to all the people involved who fixed the many issues this project had.

I hope to see some of these mechanics return to the main game again, esp. for roleplay and / or events this could add some excitement granted the tools and shard is stable with a larger group of players.

I'm excited for Ryzom to see so many new projects appearing, interest in the game is still strong.

arc

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#245 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (October 4th 2021)


Date: monday, October 4th, 19:30 UTC (21:30 CEST)

Meeting places:
  • Atys, on the public forge channel
or
  • Ryzom Chat, channel #pub-forge-xx (exhttps://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
  • Database migration and webIg server change
  • Feedbacks on the Patch: Kitinlair occupations, Boss refactoring, Marauder gameplay
  • Recrutement: Event team, Support Team, Translation team

Editado 2 veces | Última edición por Ghost of Atys (3 años hace)

#246 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting report – 04 October 2021

Ulukyn
I'm going to review the migration and the patching that went on.
We had planned to migrate the very old web server that contained the webig and nevrax tools to a new fresh server.
In order to minimize the problems, it was agreed to migrate only the database (step 1), upgrade the server to a ubuntu version still in LTS (16.04) at least (step 2).
Then on the server me.ryzom.com make a copy of the apps and test them in php 7 (step 3).
Finally when everything would be ok, we would switch app.ryzom.com on me.ryzom.com (step 4).
Then finally a new server will come to add the replication in case it is necessary to switch services (step 5).
Well ... All this was without anticipating that the web server would fail.
This forced us to finally do steps 1 to 5 in 24 hours.
So, report of the operations :
All our servers are currently running Ubuntu 20.04.
The old web server is going to leave us (but no one is going to mourn it ...).
We have the main applications running without major errors (quite a few warnings that we will correct as we go along).
But overall, it's a very good thing done and no more big migrations are planned.
The next updates will be done during a reboot on the Atys server so that the game will not be blocked anymore.
So for the migration, we are not bad.
If there are any questions about this, don't hesitate.

Q : We have just seen that a server failure can always happen. However, as I understand it, there are not enough servers to ensure true redundancy.
Is this taken into account in the BCP/DRP ? In fact, is there such a thing as BCP/DRP ?
Not everyone is familiar with the technical terms, can you rephrase ?
Business continuity plan / disaster recovery plan : basically, the crisis management plan.
(Cf. SGDSN guide on the topic).


A : The database will be replicated with me.ryzom.com, the code too.
app.ryzom.com and me.ryzom.com will be mirrored in order to take over in case of.
All via ip failover to not have to wait for DNS propagation.

Ulukyn
If no other questions we can move on to the patch.
There is still a problem to fix concerning the occupations of the Kitin Lair which are bugged.
This will be solved soon, but we don't know if it'll be necessary to patch and reboot the server or not.
We'll keep you informed.
Boss refactoring has been fixed at launch and for the moment is running normally.
If all goes well, at the next reboot/patch we will apply the system to all Atys.

Q : When will that be estimated ?

A : Difficult to say, it will be necessary to adjust this according to the feedback of Boss Refactoring and the events of Anlor Winn.
Also missing are the icons for the Marauder mini camps (which will be added without needing a patch).


Q : If the old Boss system has a minimum respawn time of ~2 days, what's the minimum respawn time for the current new Boss system ?

A : Very good question ...
It is exactly of ...
Damn ... They deleted my post !
Well, too bad !


Q : Good evening. The wheel had problems, is it spining correctly ? And above all to bring back prizes ?

A : Yes. According to my tests, it is good.
I have added the id and the name of the items that we win in the info system.
If the wheel is blocked or an item is not won, just send us the screenshot of the info system.


Q : Does it work when you win a whole furniture too ? I feel like I've never been able to recuperate them.
The Id of the item, it also works for the complete pieces of furniture that we win at the wheel ?


A : Yes. So if it bugs, I'll know which item.
Ulukyn
If no other questions, openssl ?
I know everyone is looking forward to this topic.
So, to put it simply, our clients are no longer compatible with a modification of the let's encrypt certificates.
Which remains one of the major authorities for providing ssl certificates.
To understand : it is thanks to them that we secure our websites in https.
And as a result clients are no longer able to access https sites that have a let's encrypt certificate (which is the case for our servers).
There is a configuration that allows to keep compatibility with clients using openssl 1.0 (so the old version).
This is what we did while waiting to update the clients.
Currently we are testing Windows 64 bits and Linux 64 bits clients with openssl 3.0 and no major issues.
We will apply the same modification to Steam and Macos versions.
If you are hosting webig apps that are no longer accessible from the game, you can come see me and I will help you configure your server to enable compatibility (this is a certbot option).
Well, it's still under discussion but we wonder if we will continue to maintain 32 bits versions under Linux (and Windows).
There are really very few people left on 32 bits configuration.

Q : Your last sentence let me suppose that I have my answer : is there a volume of Windows (7, 8, 10), Linux (I don't make the list), MacOS clients with 32 or 64 bits precision ?
Without revealing it to us of course. Or percentages, maybe ?


A : We use Steam's stats as a basis, but we don't have this kind of information on our side.
MacOS it's easy : there are no more 32 bits clients for years.


Q : My new laptop that is Windows 10 will only run ryzom on 32 bits config so what will happen to that ?
I had to go into advanced config and choose 32 bits, to make it work.


A : The OS is 32 bits ?
So we have at least one player still in 32 bits.
We can talk about it again in private message, it can be interesting to know what forces the use of 32 bits.


Q : Hum, why openSSL 3.0, and not 1.1 ? 3.0 seems a bit too experimental, for now.

A : It has been stable since September 7.
It is only used with curl in a very basic way.


Q : If I may interject, that wasn't a change in let's encrypt certificates : one of their root certificate expired, which is quite different.
All the certificates were cross-signed and therefore there was another path to valid root.
As far as I know the issue was that old versions of OpenSSL have troubles finding this alternate path.
New certificates shouldn't have this issue, therefore a quick workaround could be to rotate the certificates before their expiration date.
That's not perfect because each app would have to do so, but it seems better that whatever hack.
By the way, there is better ACME client than certbot, but this is a different topic.


A : We based this information on : https://openssl.org/blog/blog/2021/09/13/LetsEncryptRootCertExpir e/ .
And indeed, an openssl 1.0.2 client doesn't work, if you upgrade it to openssl 3.0 it works.


A : Yes, that's what I explained.

A : Ah ok, great then !
This meeting is quite technical !


Now the last topic : recruitment.

Support Team
The Support team continues its recruitment campaign.
We need you, your availability, your technical knowledge and gameplay of the game but also your diplomacy, to expand our ranks and best meet the expectations of players.
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

Event team
We're 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.
Training is provided, and entry into acting is done very gradual to allow time for the recruit to get his bearings.
To apply, contact Tamarea exclusively at tamarea@ryzom.com

Translation Team
We are looking for volunteers to translate in-game texts and official announcements into English, German, Spanish, Russian, French, and to proofread texts.
To apply, contact Tamarea exclusively at tamarea@ryzom.com

Editado 2 veces | Última edición por Jadeyn (3 años hace)

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

#247 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (November 8th 2021)


Date: monday, November 8th, 20:30 UTC (21:30 CET)

Meeting places:
  • Atys, on the public forge channel
or
  • Ryzom Chat, channel #pub-forge-xx (exhttps://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[list]
  • Current projects
    • Pen-and-paper role-playing game in Ryzom universe
    • OP refactoring
  • Recrutement: Event team, Support Team, Translation team

#248 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting report – November 8, 2021

1 - Pen-and-paper role-playing game in Ryzom universe

Drumel (RT) – 20:39 UTC
For some time we have been working on a role-playing game in the Ryzom universe. The goal is to be able to play outside the New Lands, either on the Old Lands, now or before the Swarmings, or in other more remote places. Places that will never be in the MMO, for example places where resurrection does not exist.
There is a playable first draft, and I need testers, initially one or two teams of four people. People to play and point out what works well and give suggestions for improvement. For the moment, the working version is in French, and my level in other languages means that I can only have people playing in French. But if a game master wants to get involved, we can also set up tests in other languages.

Q: What is the purpose of this? I have a hard time understanding the principle of taking people out of the MMO to go to restricted areas when the MMO is sorely lacking in players.
A:
No, it's not that at all! It's a complement, we're not taking anyone away from the MMO. Tabletop roleplaying allows you to explore the game world without the need for tehnique, it's a game played around a table with paper, pencils, and dice. We chat, and we don't need a screen or a computer :-) and we are currently working on a "rule book".
To put it simply, it's Dungeons & Dragons in the Ryzom universe, if that makes for you more sense.


Q: What type of table game it is? Card game like [/i]Magic: The Gathering[i], card game with map, map with dices, miniatures with rulers?
A:
It is not a card game, it is a game where each player plays a character, and one of the players, the game master, embodies the entire environment. (See Wikipedia article.)

Q: Is the goal to build a game that Winchgate can publish?
A:
A priori the game will remain in PDF or POD, and will be distributed for free. As for the rules, I plan to put them under a CC-By-SA license, but I haven't discussed it with Winchgate yet.

Q: I just wanted to add that tabletop roleplaying has been gaining a lot of popularity in the last few years in France. I can't say if a Ryzom tabletop roleplaying game will succeed in bringing roleplayers to the MMO, but in any case, it can help to make the universe known. So this is a good initiative in itself, because the Ryzom universe is worth knowing. Do you plan to record/film games? In stream, maybe. Hot to test if not!
A:
At the moment no, and I think it would make me too uncomfortable to do so.

Q: Can we have a precise idea of the method used to test, then?
A:
Precise no, but it will either be a visio, or just voice with screen sharing, maybe using a dedicated software like Rolisteam.

Q: I was wondering if, when I would like to play with so and so, I should put my webcam, my microphone…. Otherwise, what will it bring us more? A comeback to conviviality?
A:
The final objective, beyond the tests, is to allow players to play at home with their friends, around a real table. The tests are to help in the development.
A comeback I don't know: personally, I have never stopped playing tabletop roleplaying games since university.


Drumel notes the names of the five participants at the meeting who expressed interest in testing (including two non-French speakers whom he will contact directly afterwards) and retains the idea of a wider call for testers (on the forums) before closing his contribution.

2 - OP refactoring

Tamarea (RT) – 21:28 UTC
The outpost refactoring project is Dev's current #1 priority.
Now that GvE tests are finished, we are preparing the next tests on Atys, which will involve GvG. Like GvE tests, these ones will be performed on special outposts.
Ulukyn (Dev) will come to present this GvG part in detail during the next Ryzom Forge meeting on Monday, December 6th.

Q: Since I'm currently without a guild, I was wondering: is the lack of "traditional" outpost battles for the past few weeks due to guilds being busy with testing?
A:
No, there are other explanations for this stalling (participants give some). But the latter is the reason why we keep the redesign of the outposts as our #1 priority. We'll talk about it again at the next Ryzom Forge meeting.

3 - Recruitment

Tamarea (RT) – 21:42 UTC
Support Team

The Support team continues its recruitment campaign for volunteers.
We need you, your availability, your technical and gameplay knowledges of the game but also your diplomacy, to expand our ranks and best meet the expectations of players.
To learn more, please consult 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, and do not tell anyone about your application!

Event Team
We're 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.
Training is provided, and the entry into acting is done very gradually to give the recruit time to get used to it.
Join us to benefit from this unique experience!
To apply, contact Tamarea exclusively at tamarea@ryzom.com and do not tell anyone about your application!

Translation Team
We are looking for volunteers to translate in-game texts and official announcements into English, German, Spanish, Russian, French, as well as to proofread texts in these five languages.
To apply, contact Tamarea exclusively at tamarea@ryzom.com.

That was the last topic for today!
If you'd like to contact Drumel about tabletop roleplaying, you can do so on chat.ryzom, or reply to the meeting minutes on the forum when they're posted.
The next meeting will be held on Monday, December 6th!
The two main topics will be Bugs and testing, and Outpost redesign.

Off-topic

(21:51 UTC)

Q: Would it be possible to know if patch here the proposed can be authorized? I'm itching to share it (and use it). I don't necessarily expect a definite answer now, but I would really like to have an official answer at some point, because I want to go kitin hunting with my friend. And I know that this kind of topic is easily overlooked... At the same time I'm not going to use and spread what can be considered as a feat, without official authorization.
A:
I can't answer now, the idea must be investigated by the Devs. But we will answer you on the forum.

The meeting is closed at 22:00 UTC

Editado 2 veces | Última edición por Nilstilar (3 años hace)

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#249 [en] 

***DEL***

Against the CoC, see: https://en.wiki.ryzom.com/wiki/Ryzom_Code_of_Conduct


I.2. 
Slander or rumour about a Ryzom Team member or Winch Gate

(Major/Minor offence: depending on the degree, the Support Team will decide on each case)
Spreading rumours, false accusations or lies against a member of the Ryzom Team or against Winch Gate, in order to harm them or their reputation or honour, is strictly prohibited.The Support team reserves the right to make appropriate decisions based on the seriousness of the facts.

Editado 9 veces | Última edición por Tykus (3 años hace)

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Kaetemi

#250 [en] 

Kaetemi
I have a hard time understanding the principle of taking people out of the MMO

That's the dumbest argument against community projects ever, and this sort of closed minded thinking is why Ryzom will never recover. Adding more target markets does not take away from your existing niche target market. Growing the community does not shrink it.

It would tho, any ryzom player playing another game is taken away from playing ryzom.
Anyone buying the board game who isn't an existing ryzom player and decides to give ryzom a try would be an addition true.
A board game set outside of the game would always primarily target board game players and potential new ryzom players secondary.
No need to be condescending either.

Última edición por Magez (3 años hace)

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#251 [en] 

Magez
It would tho, any ryzom player playing another game is taken away from playing ryzom.

Look at the resurgence of CP2020 when Cyberpunk 2077 came out and you'll see how wrong that is. It's a little different there since CP2077 is not an MMO so many peopel will stop playing after beating it a few times, but my point that it's not a zero-sum equation remains.

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Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

#252 [en] 

Gidget
Magez
It would tho, any ryzom player playing another game is taken away from playing ryzom.

Look at the resurgence of CP2020 when Cyberpunk 2077 came out and you'll see how wrong that is. It's a little different there since CP2077 is not an MMO so many peopel will stop playing after beating it a few times, but my point that it's not a zero-sum equation remains.

I get what you mean, but what i mean is time cannot be spend on both at the same time, spending those 1-2 hours on the board game are 1-2 hours that you are not present/active/engaged into ryzom.
Active playerbase optics is already a problem in ryzom, when 1 person leaves a large crowd it goes unnoticed, when 1 person leaves small group it will.
With your Cyberpunk example its doubtful 100% of cp2020 players that tried cp2077 did all return, of course a themed board game is very different from an mmo, not like going from fps to fps, but it remains that players time will be split regardless if they return.

Regarding the board game itself, i understand the 'fun' but not the benefit of it, the splitting of players activity/time aside, dev-time and resources spend there could have been spend on the main attraction, i also fail to see how it will attract new players besides circles of friends that likely would have already mentioned ryzom if there was interest among them (i hope), in the case of marketing i have doubts and raise the question why marketing ryzom isn't done more in stead and in the case marketing ryzom is already exhausted i fail to see why the board game would then raise new players in its place.

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#253 [en] 

Magez
but what i mean is time cannot be spend on both at the same time, spending those 1-2 hours on the board game are 1-2 hours that you are not present/active/engaged into ryzom

***DEL***

Against the CoC again.

Editado 2 veces | Última edición por Tykus (3 años hace)

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Kaetemi

#254 [en] 

Magez
dev-time and resources spend there could have been spend on the main attraction

***DEL*** irrelevant.

Editado 3 veces | Última edición por Tykus (3 años hace)

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Kaetemi

#255 [en] 

Magez
Regarding the board game itself, i understand the 'fun' but not the benefit of it, the splitting of players activity/time aside, dev-time and resources spend there could have been spend on the main attraction, i also fail to see how it will attract new players besides circles of friends that likely would have already mentioned ryzom if there was interest among them (i hope), in the case of marketing i have doubts and raise the question why marketing ryzom isn't done more in stead and in the case marketing ryzom is already exhausted i fail to see why the board game would then raise new players in its place.

The person behind this tabletop rpg project is already active in the Lore Team. He is not a developer of the game. So his time wouldn't have been spent on development. Working on a tabletop rpg is a good continuation of the lorist work: it will use the existing lore and extend it.
It is NOT a marketing project too, it's a tabletop rpg that a passionate is making and wants to share it with the community. You are not interested in it, fair enough it's your right so just pass by it won't change anything for you at all.

PS: Ryzom is claiming to have a strong "role-playing" community and looking at feedbacks this tabletop rpg project is receiving tells me it's a false statement.

#256 [en] 

Sinvaders
The person behind this tabletop rpg project is already active in the Lore Team. He is not a developer of the game. So his time wouldn't have been spent on development. Working on a tabletop rpg is a good continuation of the lorist work: it will use the existing lore and extend it.
It is NOT a marketing project too, it's a tabletop rpg that a passionate is making and wants to share it with the community.

Then it should have been posted about in here: YOUR CREATIONS & GUIDES

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#257 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (December 6th 2021)


Date: monday, December 6th, 20:30 UTC (21:30 CET)

Meeting places:
  • Atys, on the public forge channel
or
  • Ryzom Chat, channel #pub-forge-xx (exhttps://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
  • Update on recent crashes
  • Feedback on the Client's beta tests
  • Feedback on Boss refactoring
  • Progress on OP refactoring (GvG)

#258 Multilingüe 

Multilingüe | English | [Français]

Compte-Rendu de la réunion de Ryzom Forge – 6 décembre 2021

1 - Point sur les récents plantages

Ulukyn (RT) – 20:36 UTC
Nous allons parler un peu des récents soucis du serveur, il y en a eu plusieurs.
Le premier souci, le plus critique, était assez particulier et pouvais faire planter n'importe quel services de Ryzom. En effet, un serveur Ryzom se compose de nombreux services qui gèrent aspect un aspect du jeu : l'EGS qui gère les entités (PNJ, créatures, actions, etc…), l'IOS gère lui les textes et les chats et d'autres services plus petits mais dont le rôle est également important. Or le bogue pouvait se produire dans un de ces services et jusqu'à 2-3 fois par jour, ce qui en fonction du service qui plantait pouvais provoquer des réactions en chaîne (et donc un serveur qui plante totalement). La raison du crash est un peu technique (je pourrais donner plus de détails si besoin) mais un correctif a été appliqué et depuis lors aucun des services n'a planté à cause de ce bogue.
Un autre bogue a pu enfin être corrigé. C'est l'un des plus vieux connus dans le jeu. Nous nous doutions qu'il venait des missions et nous avions l'intuition qu'il ne survenait qu'avec des personnages revenant en jeu après une longue absence. Nous avons pu examiner ce bogue car nous l'avons sans le vouloir provoqué en déplaçant les métiers dans la Kitinière. Cette manœuvre, en effet, a provoqué eneffet, à notre insu, la modification des alias (numéros d'identification sauvegardés dans le fichier du personnage conservé par le serveur) des missions concernées. Or, si une mission change d'alias et qu'un joueur a conservé l'ancien alias dans la sauvegarde d'un personnage sur sa propre machine, le serveur plantera dès le chargement du personnage en question. Car les alias n'ont pas à l'origine été conçus comme susceptibles de changer... nul n'avait prévu que certaines missions seraient déplacées d'un continent à l'autre. Pour finir, ce diagnostic a permis de plus facilement trouver et corriger le bogue et au malheureux joueur qui faisait planter le serveur à chacune de ses tentatives de connexion d'enfin se connecter sans anicroche.
Un troisième bogue a été identifié dans l'IOS, il se produit assez rarement. Nous avons fait l'hypothèse qu'il survenait lorsque'un message était envoyé par le serveur sur un canal de discussion dynamique, au moment même ou un des joueurs se déconnecte et avons ajouté plusieurs vérifications permettant d'aviter cette conjonction. Pour le moment pas de nouveau plantage constaté. À surveiller cependant.
Enfin, les derniers bogues (qui provoquent des ralentissements et retardent énormément l'envoi des messages) se produisent quand le SU plante (SU = Shard Unifier , service surtout utile quand plusieurs serveurs tournent – tels Aniro, Arispotle et Leanon – ou quand des sessions Ring sont actives). Nous en avons déjà corrigé un, un autre est en cours de correction. Nous allons renforcer la partie du code du SU gérant l'écriture en base de données.
Voilà pour les informations sur les récents plantages. Y a-t-il des questions ?

Q : Est-ce que c'est l'un de ces bogues qui causait les mélanges des canaux du chat ? Et, du coup, est-ce que ça veut dire que ce mélange ne se produira plus ?
R :
Oui, le premier décrit ci-dessus. Et non, le mélange de canaux ne se produira plus.

2 - Retours sur les tests bêta du client

Ulukyn (RT) – 21:02 UTC
Voir forum.
Nous avons besoin d'un maximum de retours, car le délai d'application du prochain patch en dépend : plus rapidement nous validerons le client bêta, plus rapidement nous patcherons les nouveautés.
Donc, y a-t-il des gens qui ont pu jouer régulièrement avec le client bêta ?

Q : Le client bêta, est-ce le lanceur RyZtart ?
R :
Non, RyZtart permet simplement d'activer le jeu en mode bêta sur le serveur Atys (et non sur un des serveurs de test). Ce qui permet de tester « en vraie grandeur » le prochain patch du client. Il est recommandé, toutefois, de sauvegarder le répertoire save/ avant de tester.

Q : Pour moi, les titres ne fonctionnent pas, pas plus que le son.
R :
Les titres sont en train d'être totalement recodés dans une interface plus simple et plus moderne. Ils seront donc compatibles avec le nouveau client lors du prochain patch. S'agissant du son, c'est en cours : nous vous recontacterons au besoin.

Q : Votre recommandation de sauvegarde préalable de save/ est ce qui m'a fait reculer jusqu'alors. Faut-il vraiment sauvegarder save/ avant chaque session de jeu en mode bêta ?
R :
En fait, il faudrait toujours faire des sauvegardes, mais c'est plus par précaution qu'autre chose. Pour le moment le seul bogue qui a posé problème c'est la remise à zéro imprévue de l'interface qui survient en cas de bascule fréquente entre client normal et client bêta : sans sauvegarde, le joueur se trouve alors contraint de repositionner à sont goût toutes les fenêtres. Mais jusqu'ici, pas de problème avec les macros, les drapeaux-repères ou autres, juste un bogue signalé et en cours de vérification concernant les groupes d'amis (vous serez informés s'il se confirme).
Cela dit, si RyZtart créait automatiquement un zip du dossier save/ à chaque activation/désactivation du mode bêta, cela aiderait probablement avoir plus de testeurs…


Q : Le lanceur RyZtart devrait aussi être davantage mis en avant (beaucoup de joueurs ne lisent pas les annonces au forum). Un rappel une fois par jour dans le canal Univers, du type « Veuillez vérifier RyZtart et le client bêta » peut-être ?
R :
Nous allons y réfléchir.

3 - Retours sur la refonte des Rois

Ulukyn (RT) – 21:23 UTC
See forum.
Quels sont vos retours, en particulier sur le nouvel algorithme d'apparition des Rois ?
Nous souhaitons en effet savoir si son activation dans toutes les régions d'Atys est désormais possible ou s'il nécessite encore des réglages.

Q : Certains disent qu'aucun Roi n'apparaît plus dans les Dunes Sauvages. Qu'en est-il ?
R :
Nous n'avons repéré aucun bogue jusqu'alors, au moins en épluchant les logs.
(trois minutes passent en silence…)[/i]
Pas d'autres remarques… Nous pouvons donc prévoir un passage au nouveau système pour bientôt. Ce qui permettra de pouvoir avancer sur de nouvelles étapes du projet.[/i]

4 - Avancement de la refonte des avant-postes

Ulukyn & Tykus (RT) – 21:30 UTC
Le projet est plutôt bien avancé.
Nous menons les derniers tests alpha et ceux sur les serveurs de tests (Yubo & Gingo) devraient démarrer bientôt. Pour le moment ils portent sur de nouveaux avant-postes en mode GvG dans les zones 50 et nous permettront de déterminer si le réglage des PNJ est bon (il est à son minimum, mais combattre simultanément une guilde et des PNJ peut être un défi un peu trop difficile).
Pendant ce test du GvG, nous avancerons sur le reste du projet. Certaines modifications déjà prêtes comme la réduction à 1h de la durée des batailles et la baisse du coût des attaques, pourraient être mises en place rapidement. La rotation des matières premières et la prise des avant-postes par des tribus hostiles de PNJ viendraient alors dans une phase ultérieure de développement du projet.
Nous sommes convenus de donner un coup d'accélérateur au projet durant les deux mois à venir.

Q : Est-ce que, comme pour une attaque classique, les PNJ attaquants devront combattre aussi les PNJ de l'avant-poste attaqué ? ?
R :
Oui.

Q : Est-ce que, à terme, TOUTES les batailles d'avant-postes devront être disputées uniquement en GvG ? ?
R :
Pas du tout. Les batailles resteront comme maintenant, nous ajouterons simplement une option d'attaque GvG, qui sera limitée dans son utilisation. De plus, les batailles pour les avant-postes au Nexus demeureront en GvE. Les avant-postes offriront donc un plus large éventail de possibilités.

Q1 : N'est-il pas à craindre que certains de ces changements ne rendent difficile à notre guilde de conserver les nombreux avant-postes qu'elle possède depuis plusieurs années ?
Q2 : Notre guilde a possédé un avant-poste de niveau 200 pendant quelques semaines et la production de MP Q250 était… là, mais très faible. Pour les AP de plus bas niveau, ce sera pire et encore moins attractif, je pense. Donc, y aura-t-il du changement dans la production des avant-postes ? Par exemple des matières premières de meilleure qualité pour un AP de niveau 50 ?
R :
Oui, c'est prévu. Les taux de production ne seront plus du tout les mêmes, mais un AP 50 pourra produire des MP Q250 (a plus faible quantité qu'un AP 250 évidemment). Et un AP 250 pourra aussi se retrouver à ne produire que des MP Q50 (un filon d'exploitation appauvri). Ce qui fait que (et pour répondre à la première question) conserver son avant-poste n'aura pas le même intérêt qu'actuellement : il sera bien plus profitable d'en changer.

Q : N'est-il pas à craindre que, à la longue, seuls les plus riches puissent se le permettre ? Qu'à la longue, beaucoup d'AP ne soient jamais attaqués, donc laissés en possession de PNJ inutiles à la vie du jeu ?
R :
Comme dit plus haut, le coût de conquête des avant-postes, va drastiquement baisser et, de plus, il sera variable en fonction du mode de conquête (GvE, GVG ou FvF).

Q : Y aura-t-il d'autres productions que celles actuelles sur ces nouveaux avant-postes, qui rendraient leur possession plus intéressante ?
R :
Oui. Mais le groupe de travail en charge du projet confirme sa volonté première : ces nouvelles productions ajoutant de la valeur à la possession des avant-postes ne seront mises en place qu'une fois la refonte de la mécanique des batailles achevée. Ainsi chacun pourra en profiter, quels que soient son type de PvP préféré et l'effort qu'il est en mesure de fournir.

La réunion est close à 22:17 UTC

Editado 5 veces | Última edición por Nilstilar (3 años hace) | Razón: Typos

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