General - Ryzom Community Forum Fri, 12 Aug 2022 08:22:27 +0000 ryApp::FeedBuilder 15 General - Ryzom Community Forum <![CDATA[Ryzom Forge Public Meetings agendas & reports]]> Sat, 18 Jun 2022 17:31:41 +0000 General 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 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)?
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?
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?
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…
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?
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)?
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?
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?
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?
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?
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?
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?
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?
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?
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, 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.]]>
<![CDATA[Ryzom Forge on Bitbucket]]> Wed, 23 Jun 2021 08:36:04 +0000 General Ryzom Forge

Ryzom Core]]>
<![CDATA[My experience with the Storyline Project]]> Fri, 14 May 2021 10:07:06 +0000 General
There was a bark quake all over Atys that only affected the Nexus. Promptly, scientists were sent to the Nexus from every faction except the Rangers. At first, only map markers were to be searched for in order to "map" the map like a puzzle. Then more missions were added. One had to take the necklaces from the Gibbais for further research, and search for sublime material for research purposes, harvest it and hand it in.

As far as a good concept and in a group this is no problem, but if you ever want to do something solo, then you receive as always only frustration. But that is nothing new.

I have so far visited 2 events now and records of them are also available.

The first event "[Storyline] [Zorai] The secret of the Gibbai in the Nexus (02.05.2021)" was quite amusing. You could tell that the role of the character "Haido Xuan" was played well and you were guided through the event, so you can say that whether you like roleplaying or not, you felt like you were in good hands.

The second event "[Storyline] [Tryker] The Mystery of Gibbai in the Nexus: Experiments and Consequences (5/13/2021)" was a disaster. Don't take offense, but there's a difference between acting out a disaster in a role-playing way and being the disaster yourself. It was written in the announcement that there will be a disaster and yes there was. One after the other, so you got the feeling that the character "O'Banon Emmen" has no plan of anything and that the organizer just leaves the group to itself. Yes, there were callbacks, but somehow only indifference arrived. I think the organizer behind the character was simply overwhelmed that evening, at least that was my impression as an observer.

Also, the beginning could have been cut short, especially with the mobile research station in the dewdrop. Too much "boom and bang", which was only there to wake up the bored and asleep homins.

The Gibbais are already social, but then to put so many on a pile, I found very daring, since it is about role-playing and not a massacre. I really don't understand that if you want to let a baby gibbai return to its herd, it must also be that you still want to collect sap!? I thought that was the end of it. A good short story ends with a happy ending. It would have been nicer to let the gibbai baby return to its herd than to have the horde of gibbais attack us too. Also, especially since the time was advanced and you were looking at 2-2.5 hours and not 3 hours and more. You really don't have to just whip through everything. You could have just left the section with the sap for the next event.

Also, regarding livestreaming or recordings in general, it's quite boring.

1) Everyone is standing in a pile, characters are not animated according to the situation or what they are saying.
2) No speech bubble for characters controlled by the event team.

It's possible to make it less boring by speaking myself or adding other small animations, but that's usually best done only in post-production. Music and sound is also rather stale ingame. You can't really do anything about that. To make role-playing games really worth watching, you have to put a lot of work into it and also time, which I don't really have. And even then, when everything is spruced up that's missing ingame, it won't represent what Ryzom really is.
Anyway. I think livestreams at roleplaying events like this are just a waste of time. Post-produced recordings that are presented in a shortened form make more sense there.

Translated with (free version)]]>
<![CDATA[Ranger TP: Exploitation of Game Mechanics]]> Wed, 08 May 2019 00:32:35 +0000 General
As anyone who knows me would expect, I don't like the words "not allowed". Too my view, anyone who pays the same subscription price should be entitled to do anything they with **equal opportunity** across the board. With as little playing time as I can manage, guild and other IG responsibilities, I am surprised that anyone has the time to figure out and test "exploits".

While I am all for fifguring out, the mot efficient way to accomplish something, I don't like making things easier, There's no "winning ryzom". I like the idea of "cats" pre-merge, only because with 5 harvest trees and 39 craft trees ... you spend 87% of ya digging time for no XP. I saved my cats allocation for crafting. Post merge, I personally wish there was a way to "turn them off'. Or that you could pick one skill tree to apply them to ... and hen ya wanted to change ... a 30 day cool down.

There's prolly no person in the game that knows less about tagging than I do, but if someone really wanted to use an exploit in this situation, wouldn't it simply be easier stay untagged ?

The one thing great about "classes" in Ryzon is that no one in game has class ... :) ... well class restrictions. There are some minor ones such as TP locations (Kara Void / Kami SC) so I 100% support the notion that it be fixed at some point. However, I hope that problems like this which I would categorize as "growing pains" need to arise to the top of the heap and require all progress on everything else to cease.

When the boss lock thing was first brought to game, the 1st 2 bosses I was fighting against had incidents .... 1) after separating the boss from minions and struggling a bit with a small team, but slowly winning, had folks come in and start dragging minions on us.... 2) On the next one (same day, another small group .... some folks came along and huddled in our mage pod .... I reported both.

And tho I think the 2nd situation was addressed by a patch, I dunno how long it took ... I haven't run into the 1st one more than once or twice since.

In short, when making changes... certain situations simply may not be envisioned. If you would have told me rangers would be PvPing, I never woulda thot it would happen. I really don't see 'Ranger types' going this route ... tho I can see how folks that would use an exploit would "go ranger" in order to take advantage of it.

I reported the two instances I spoke of, but wasn't interested enough to follow progress. You did exactly what I would have done by reporting it. and I hope until it's fixed, now that it's accepted as an exploit, folks will be more reluctant to undertake it as a matter of personal pride, until it is addressed.]]>
<![CDATA[Ballance of Ranger gameplay]]> Thu, 23 Aug 2018 16:59:14 +0000 General
Otherwise, I find it a pain to TP to Zora, then run out of town to 'get to the spot,' then 'TP / use the path,' 2-3 times to get back to Wastelands near where I was when I died, BUT.... It is the path I chose! (pun intended) :D

So, I can accept the way things are now, and live without any changes although it be very difficult.]]>
<![CDATA[Ryzom Forge meeting report- 2017-11-20]]> Mon, 04 Dec 2017 18:08:44 +0000 General Management of Players ideas

I have a project fo better manage the "ideas fo the players": each player would have xx "vote points" to use by using them in his favourite players ideas. With the possibility to change his mind and so to take back points from an idea to give them to another one. When he'll have no free vote point left, he could not vote anymore. When an idea would be added ingame (and archived, tagged or anything else useful), the player would have back the points he gave to this idea.

Ex: 10 vote points for each player account. The player could share them between his favourite ideas (giving 10 points to one project, or 4 points to one, 1 to another one, etc. As he would want. Free system.
No free point left but a nice new idea: would have to choose. Renouncing to this new idea, or giving less points to another one. ^^
A project added ingame = he gets the given points back and can use them for other projects.

Of course, we should keep the current forum "Player Ideas" in archives and reopen a new one, for more clarity.


Lyne: It's a number of points per account or per char? How many points do the F2P accounts have?

Tamarea: This remains to decide. Still in thinking. What do you think ?

Moniq: My first idea was exploit by more characters/accounts so do you suggest any way how to limit it?

Eleanide : That's a good idea if the vote is actually bind to the account. It will allow to see proposals and their popularity.

Moniq: Generally, I like the idea but I think this is the feature for p2p. Depends on how valuable 1 point will be. If 10 is significant, none for f2p, if 1000 points is not much, f2p can have 1 point to "test" the feature. We can also limit it by played time? how exclusive it supposed to be? Give points for played time, for example 1 point per Atys season, starting after 1st 2 days/weeks in game and/or getting level 35 + leaving Silan…

Tamarea: Seems too much difficult for a forum feature.

Lyne: I don't like the idea of the played time (I'm a bit too tired to explain it, but I could another day if you want).

Moniq @lyne: just suggestions how to limit exploiting with multimple accounts.

Tamarea: Would be possible to limit to Premium accounts, but what would we do with the points given by a player coming back to F2P?

Lyne: Don't change anything if the player goes back to F2P (keep his points where they were given but prevent him to change his vote).

Moniq @tamarea: can use points only when p2p, in time when unsubscribed it will be disallowed.

Eleanide: Only for P2P, then? Is that possible?

Tamarea: I think so, even if confirmation is needed.

Eleanide: Return to F2P = No more point for voting.]]>
<![CDATA[forge updates live on server]]> Wed, 20 Sep 2017 02:33:39 +0000 General Naema <![CDATA[Public release with debug?]]> Sun, 19 Feb 2017 17:06:20 +0000 General
The normal debug messages do get logged for a bit but yes those stop. It is just the lines that I pasted that repeat over and over. I only saw log.log once and didn't pay any attention to it as it doesn't get huge and it didn't dawn on me to look it over closely.

If it happens again and that file pops up I'll look that over too.

I have not figured out where/how to compile the current code as every one of my old links I used years ago is either lacking info or dead links. Otherwise I'd help troubleshoot this.

For some odd reason, any edits I do the the cfg files prompts a patch over write. Aside from wiping out the cfg file leaving only that one line suggested earlier. All other changes get reverted.]]>
<![CDATA[Bilan des 2 ans de collaboration Ryzom/Khaganat]]> Wed, 16 Nov 2016 02:17:00 +0000 General Naema <![CDATA[autoupdateable guildmotd]]> Sat, 05 Nov 2016 13:32:34 +0000 General Tyrralir <![CDATA[Collaborative Project: Ryzom Forge]]> Tue, 23 Aug 2016 16:04:53 +0000 General
Holidays are quite over so Ryzom Forge meetings have restarted yesterday.]]>
<![CDATA[New region]]> Wed, 01 Jun 2016 14:55:55 +0000 General
The same mechanic could be applied to Rangers as members of the "faction" responsible for the defense of Atys against the Kitin threat, they would benefit in a manner similar as do citizens of a race.]]>
<![CDATA[Kit du développeur]]> Tue, 31 May 2016 18:51:43 +0000 General
sur irc freenode : #ryzom ou #ryzomforge

en français mais en cours de redaction et a jour :
sur irc freenode : #khanat

mais sur mac , pour les outils il y a pas grand choses qui marche mais si tu t'y connais en c++ , tu peux les porter :))]]>
<![CDATA[Ryzom studio]]> Wed, 08 Jul 2015 07:07:26 +0000 General
J'ai windows 8.1 et suivi le tuto de ryzomcore.
(je pense installer debian bientot si sa peut aider)

Quand je compile, je n'ai pas le "with-studio" dans le cmake

Après je ne sais pas ou est mon erreur, je ne sais pas si j'ai mis dans les bon dossiers tous les copi/collé

Esque quelqu' un peut m'aider ici, irc ou sur atys ?]]>
<![CDATA[Ryzom Forge's meetings]]> Tue, 16 Jun 2015 02:44:21 +0000 General
just my 2 dappers on the idea :)

<![CDATA[Transférer les articles de Khaganat sur Ryzom Forge ?]]> Tue, 09 Jun 2015 13:57:49 +0000 General
On the other hand, I cann't transfer picture. Keep in mind, that images has to be in the "common" of the wiki, and that one need make the uploading from a local directory.]]>
<![CDATA[Interface reload command]]> Sat, 14 Mar 2015 09:30:04 +0000 General
That's a little request to the dev's :)]]>
<![CDATA[can't get ryzom forge wiki access]]> Thu, 12 Mar 2015 17:12:40 +0000 General Talkirc <![CDATA[Mélanger l'origine des mp pour des plans de tribu ?]]> Tue, 24 Feb 2015 11:17:13 +0000 General Zendae <![CDATA[NewZone]]> Wed, 04 Feb 2015 16:26:06 +0000 General
wir können Die ganzen Gedanken aus Virg´s Tread und die von wiedii zusammenlegen und daraus ein vollkommen neues Konzept begründen.
schließlich gibt es genügend Inhalte die dort zusammen getragen wurden ^^

wird es unsere Aufgabe sein, daraus ein vollkommen neues und eigenes Konzept zu erstellen . aus alle dem was zusammen getragen wurde.
jedoch immer im Auge sollten wir behalten das es ins Universum von Ryzom passen muss ;)

ich freu mich schon auf das Meeting für diese Forge-Gruppe ^^]]>
<![CDATA[New zone landscape modeling]]> Thu, 22 Jan 2015 07:02:32 +0000 General Gersen <![CDATA[Log Ryzomforge]]> Thu, 01 Jan 2015 15:29:43 +0000 General Laofa (atys)
Pour les op qui ont les droits suffisants, la commande à entrer est la suivante :
/msg chanserv set [#channel] entrymsg [message] 

En remplaçant [#channel] par le nom du canal et [message] par le message, par exemple :
/msg chanserv set #ryzomforge entrymsg Ilogyou log you !

Ce message là s'affichera à la connexion, sans ajouter des infos à un titre souvent surchargé. Le titre est plus adapté aux "infos du jour", vu qu'il est plus simple à modifier et visible tout le temps dans la plupart des clients.

Message ajouté, merci pour le conseil (et la commande) !]]>