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Ryzom Forge Public Meetings agendas & reports

Ryzom Forge meeting report –January 3, 2022

1 - Report on dev tools

Ulukyn (RT) – 20:38 UTC
I'm going to come back to the year 2021, which has been the year of consolidation if you will.

We have indeed updated quite a few things, on the one hand the servers, the webIG and the client code (with the merging of the code of Ryzom Core 4), but also the compilation process which is now based on Visual C++ 2019 for Windows. In addition a tool, Hunter, has been implemented by Nimetu (RT) to compile the whole more easily.

Beyond the tools, the past year has also seen the developer team update its way of working: we now use gitlab more for bugs, communication and patch management and we are very satisfied with it... Wondering why we didn't do it earlier! There is one last thing to do: joining our server and data client repositories with the ryzom-core repository, so that the development process will be even easier.

We have also worked on enriching our collection of generic or model-based systems.This is the case, for example, of the "shops" which are increasingly (and will be in the future massively) used to make items or services available in game (for example, purchases in Elyps, whether from Nations merchants, grooms or Allegory carvers NPCs). This is also the case for the Lessons, which are the basis of the information transmitted to players in-game, as well as for the Encyclopedia window (ctrl+E), which includes the Daily Missions, the Storyline, the future tutorial and, recently, the titles, all of which are (or will be) based on the same model.

As a result, we have (and will have) fewer systems to maintain, thus fewer bugs, and we will be able to concentrate our efforts on three main tasks. Namely:
• completion of the three refactoring projects (Silan, Bosses, Outposts) ;
• Storyline's ongoing and the addition of content that has yet to be completed (e.g. Supreme Tokens);
• bugs' fixing and improvement of the client (by the way, the year 2022 will start with a patch – currently in test – illustrating this point).

2 - January patches presentation

Ariald (RT) – 20:58 UTC
As Ulukyn mentioned, one of our goals for 2022 is to improve the player experience through fixing bugs or bettering the client. The first patch of January will do exactly this.

The first change we made was to the system for trading between player characters. More generally, we've tried to improve the process of item trading, because it's not the best at the moment. In addition to changing and simplifying the layout of the trade window, we added two more slots for items. It was mainly the exchanges of jewel sets that led us to this last change.

Another change we've made to the player trade window is the ability to drag and drop items into the window from all of your inventories. This way, if you want to trade items carried by your Zig, you won't have to transfer them to your bag first, thus interrupting the trade to complete it later. Note: In order not to clutter up the item selection window, this one won't show you items from other inventories and this function will only operate by drag and drop.

The final change to the trade window presented to each player is the addition of item bulk and weight indicators. In fact, a small indicator (similar to the one in the upper right corner of your inventories) will be displayed next to both offers, which will show the weight and bulk of the items given and received. All this in the hope of making the exchanges a little more fluid.

Then, stacking of items. Anyone who has fought in PvP knows what it feels like to have an inventory cluttered with crystallized spells. From now on, crystallized spells of the same stanza (or identical stanza) will automatically stack in the inventory where they are stored. As the same clutter currently occurs in the bag of working crafters, identical items produced will now automatically stack in the inventory.

Any questions so far?

Q: Will it be possible to choose the inventory where the traded items end up? For example, to transfer a full stack of materials carried by my packer to the packer of my exchanging partner?
A:
Currently that is not possible, but I will keep it in mind.

Q: The "true" Rangers do not allow themselves PvP. Why, then, is there a merchant in Almati Wood who is paid in PvP points? (On the other hand, keeping the possibility of acquiring the robe and the shield would be nice).
A:
[iThis is a question we are evaluating, I agree with you that it is not ideal. The patch will not change that however.[/i]

Q: Maybe we could turn these PvP points into "PvK" points that could be earned by repelling kitin invasions?
A:
Maybe, yes. I take note.

Ariald (RT) – 21:27 UTC
Let's move on to fixes.
I have to say that this patch is quite big, so I'm leaving out some small details. You'll get the surprise when the patchnote will be released!

We have a lot of fixes in this patch, especially concerning the Zigs:
• fix of the bug that gave them the wrong status when they were hosted in bags;
• addition of their inventories as tabs in the commercial windows of merchant NPCs;
• addition of the ability to transfer items directly from their inventory to your apartment's and guild hall's inventory;
• fixed the malfunction of locking/unlocking items in their inventory.

By the way, the lock status of items will now be displayed in your apartment and guild hall inventory.

Any questions?

Q: Will we still be able to store large numbers of sap crystals on the Zigs?
A:
Yes, that does not change.

Q: What about the bug that makes the inventory window of a Zig vanish when you take it out of your bag (it happens sometimes when the bag exit is activated by macro)?
A:
Interesting. I was not aware of this bug. I will investigate and maybe get in touch with you later so we can set this up on gitlab.

Q: Does the addition of Zigs to the trade windows of merchant NPCs mean that we will now be able to buy them?
A:
Ah, maybe I hasn't been clear… Here's a screenshot, maybe you will understand better.
See, Zig 1 appears as a tab now in the window. So I can trade items which are on my Zig, just like as I already do for those which are on my packer or in my bag.


Q: How many Zigs can a character have, at most?
A:
Currently, 3. And this won't change with the patch.

Q: Couldn't we make the Q50 pants and vest won while playing Wheel of Fortune available to low-level players... through player-to-player exchanges? To achieve that, wouldn't it be enough to have these items stored in our "non-special" bag?
A:
Currently, the refugee armor you get from playing the Wheel is not tradeable... We're thinking about it, but for now I don't have an answer.

Q (Ariald): Okay, if there is nothing else, this summarizes the first patch of January. Ulukyn, do you want to take over briefly to talk about the second one?
A (Ulukyn):
Yes, quickly... The second patch will be for the refactorings, then. They will be patched in January, or in February if everything is not fully tested by then. So I'll make a review.

3 - Silan refactoring

Ulukyn (RT) – 21:51 UTC
I redesigned the tutorial after several opinions from the first testers, and it is now more intuitive and interactive. The feedback about the first two lessons is quite positive. So I'm going to continue and I hope it will really help new players to get their bearings.

I take this opportunity to remind you that the test team is recruiting. So, if you want to test either the patch implementing the additions to the client, or the first lessons of the tutorial, you are welcome.

Q: I can spend some time on the test of the first lessons of the tutorial. How do I sign up?
A:
Just contact Tamarea.

4 - Boss refactoring

Ulukyn (RT) – 22:01 UTC
Boss refactoring will soon be applied all over Atys Atys. However, the work is bound to continue, though we haven't yet determined exactly what we'll be working on. But we'd love to make hunting for Bosses a most funny activity on Ryzom.

One of the ideas that has come up among us, so that players can escape routine and their tactical skills can flourish, is the one of providing each of the current Bosses their own defense mechanics. That's the idea which originated this refactoring project… and gave it its first name: "Boss in the Box".

If you have other ideas, please feel free to post them in the forum under the meeting report.

Any questions ?

Q: "I love you." is the only sentence I can say in a language other than French... Would it be possible for all the faction channels to benefit from automatic translation?
A:
The question is off-topic, but it comes up often enough for us to seriously consider it. However, I cannot give a date for the implementation of this improvement because we need to focus on a small number of projects to be effective.

5 - OP refactoring

Ulukyn (RT) – 22:17 UTC
We have been able to make progress on GvG, but its introduction seems interesting only if accompanied by the planned changes on all Outposts.

That's why we are planning to make several changes at the same time. Namely:
• reducing the duration of battles to one hour (already tested in Nexus);
• rotation of raw materials produced by each outpost every N days (to be determined), via server reboot;
• suppression of the production of Q50 and Q100 materials;
• addition of four outposts in level 50 regions for testing GvG battles.

After that, another patch will implement the last changes, as the project is well advanced thanks to the full-scale tests on the Atys server.

Any questions?

Q: As a result of these changes, Rangers will thus be able to own outposts?
A:
Rangers may already own outposts, but they do not have a generic drill to exploit them. (An off-topic debate ensues between several of the players present, about the Ranger Way).

After a cheerful exchange of congratulations between the RT speakers and the participants, the meeting is closed at 23:00 UTC.

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