English French German Spanish Russian
Ryzom Forge Meeting agendas & reports - 2018 - General - Foro de la Comunidad RyzomInicioInvitado

General


uiWebPrevious12345uiWebNext

#29 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (August 6th, 2018)

Date: monday, August 6th, 19:30 UTC (21:30 CEST)

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

Duration: 1.5 hour

Participants: all Ryzom players wishing to join.
Nature: informative and feedback meeting.
Topic: Added, in test and ready to be tested projects.
Agenda
  • August OOC events
  • Ryzom Wiki
  • New system rewards & New rewards
  • Ranger gameplay balance
  • Marauder gameplay fix & improvement
  • Exploit & bug fixes
  • Gameplay changes and improvements
  • Future content in test

Última edición por Tamarea (4 months hace)

---

Tamarea
Ryzom Teams and Communications Manager - (FR / EN / ES)

tamarea@ryzom.com



Ryzom Forge Wiki

#30 Multilingüe 

Multilingüe | Français | English

Ryzom Forge meeting report - August 6th, 2018

Ryzom Wiki

Zorroargh (RF) - 19:40 UTC
Lately, I've been working hard on the wiki with several objectives and I will give you as much as possible a brief overview of these missions and their progress.
First, data migration from Ryzom Forge and Ryzom Lore to the wikis of the five languages and Ryzom Commons. The project is progressing well: I have completed the migration of major pages like the "Fyros" ones.This is a time-consuming task but not so hard because the source information is the same for each language. Thus "Forge" and "Lore" are gradually taking their place in the global wiki.
But now I have another task. For those who don't know, the three original wikis (DE, EN and FR) have each evolved on their own. So I am setting up a system standardizing the templates and categories by trying not to favour one or the other language and not to alter the data of old or current users. I can say that we have reached a status that I think is fairly operational and welcoming for everyone: contributors and readers.
I was thinking of motivating players to use it by making this wiki a RP extension. I portrayed it as a library of researchers.
Here's my summary. I give Tamarea the talking stick.

Q: Zorroargh, do you have any pages to show us?
A:
Yes. Here are some examples.As you can see, there are a lot of translations missing, both ways.

OOC Events

Tamarea (RT) - 20:15 UTC
We will be holding on a regular basis short OOC events throughout August, starting in a few days.
Examples of OOC events: find the thimble, mini-boss.
The rewards for attending will be new tokens to use in new Wheel of Fortune (that a patch will add next week). With these tokens, maybe you'll win one of the fabulous new prizes!

Q : What will happen with current tokens? Will there be a way to transform into new kind of tokens? Can we use our current tokens on new Wheel?
A :
Yes: the NPC will propose token conversion without commission.

Q : If it's an OOC event, where will the Marauders play the Wheel?
A :
The Marauders will have their own Wheel.

Q : While you are at it : can you make the NPC to exchange our ghost points too?
A :
Most points (Atys, Ghost, etc.) can be used to buy tokens for the Wheel, but this is only one option among others. Indeed, it is planned to add NPCs dedicated to the exchange of accumulated points against prizes (that's why the Dev Team has asked to stop points delivery until the reward system works).

Rewards: new system & new prizes

Tamarea (RT) - 20:36 UTC
Will be part of the patch next week:
  • New Wheel of Fortune (for all, including Marauders, in their Camp);
  • New prizes to win with the Wheel of Fortune: new mount, new companion, new plushes, wigs.
The OOC events mentioned above will probably start before the patch, so try to get your fill of tokens before the new Wheel arrives!

Rangers gameplay balance

Tamarea (RT) - 20:42 UTC
Following your feedback on the gameplay Ranger's current playability, we are balancing it. This will most certainly be done in several steps: the main modifications will be added during next week's patch, then adjusted if necessary during a subsequent patch (which may also contain new modifications if necessary).
  • Safety Zone Addition of "Safety Zones" at the extremities of the Ranger Paths.
  • Damage Significant decrease in the % risk that Rangers will suffer damage when they travel along a known Path and their map is up to date. If there is any damage, its % is also greatly decreased, and based on the current number of hit points, not the maximum one.
  • Access to Almati Wood The Almati Wood karavan transporter now sells teleportation pacts to the Rangers.
  • Faster Path travel Rangers no longer needs, to pursue their way, to reactivate their amber if they resume the Path they have just left. In addition, their map opens automatically so that they only have to click on the next destination.
  • Death on a Path Dying on a Path becomes impossible if the Path is known and the map up to date.
Bugs fixed by next week's patch:
  • Neutral PvP equipment can be worn again by Rangers.
  • Passage on the Paths impossible if the Ranger is invulnerable, PvP tagged, seated, swimming or riding mount.
Player requests under consideration :
  • Possibility for Rangers to respawn at entrances of the Paths.
  • After the one made in the Elusive Forest, change of position of a Path because of aggros in the Void region.
  • Other requests not listed here.
(Zorroargh points https://en.wiki.ryzom.com/wiki/Portal:Rangers.)

Q: While the Rangers will no longer be able to, will the Marauders still be able to be teleported while swimming?
A:
See next topic

Marauders gameplay fixes and improvements

Tamarea (RT) - 21:05 UTC
Added by next week's patch :
[list]
[*]Marauder Fame This is the prerequisite for the other improvements planned: the Marauder's fame is now displayed in the Fame window and automatically evolves according to the fame acquired from the various Civilizations and Powers
[*]Access to Almati Wood A new Marauder teleport is implanted in Almati Wood.
Bugs fixed by next week's patch:
  • Teleportation impossible if the Marauder is invulnerable, seated or swimming.
  • Fix of Marauder Rite (if completed on time).
There's still a lot of work to do on Marauder gameplay, we're only at the beginning. We have a long list of points to validate, correct, balance, improve and I will regularly report at Ryzom Forge meetings our progress on Marauder gameplay (as well as those on the game Ranger gameplay).
(Zorrargh points https://en.wiki.ryzom.com/wiki/Portal:Marauders.)

Q: Since 40 Marauders left the game this year and only 10 players remain active in this Faction, couldn't we start with something less discouraging than these TP prohibitions?
A:
This is a big bug that gives a gameplay advantage and it has to be fixed. So he will be.

Q : Don't you think that having additional TPs in three highly contested regions (Under Spring, Wastelands and Windy Gate) gives Marauders an unfair advantage?
A:
None, but a debate (without conclusion) between the questioner and the bearer of the preceding question.

Exploit and bug fixes

Tamarea (RT) - 21:29 UTC
Fixes (and improvement) part of next week's patch:
  • Fix of several exploits.
  • Installer under Linux (no error 0 anymore). Already existing installations will update automatically.
  • Named Kiban "Naka" spawned too close to the Ancient Dryads tribe. So its spawn location has been moved 100m away.
  • Fix of crash when opening WebIG (Shift + W).
  • Mouse wheel now scroll target object instead of scrolling bar.
  • Fix of overlapping parts in UI windows Fame / Buy / Resell.
  • Fix of bad credit for self regen 26. WARNING : self regen action 26 costs now 260 credits instead of 250. Your already existing plans that so have now more costs than time credits [/b]will be auto deleted[/b] on your first login after the patch.
  • "Leave Silan" mission does not give two free TP pacts back to Silan anymore. Only one is given when the player finishes the Welcomer mission in a capital.
  • Lots of emotes now have an animation.

Closing

Tamarea (RT)
After next week's patch, the Kamis and Karavan altars of Almati Wood will sell teleportation pacts to everyone but Marauders.
Thus, all players will have direct access to Almati: Neutral, Rangers and Karavaniers via the Karavan altar, Kamists via the Kamis altar, and Marauders via a Zinuakeen.

It's already late (21:43 UTC) so I won't go into the last topic that was supposed to deal with the various improvements made by the next patch... But you'll find them on the patchnote.

Editado 5 veces | Última edición por Nilstilar (4 months hace)

---

#31 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (August 20th, 2018)

Date: monday, August 20th, 19:30 UTC (21:30 CEST)

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

Duration: 1.5 hour

Participants: all Ryzom players wishing to join.
Nature: informative and feedback meeting.
Topic: Added, in test and ready to be tested projects.
Agenda
  • Ryzom Wiki: questions & answers
  • August OOC Events: feedbacks
  • Last patch: feedbacks
  • In development: infos

Última edición por Tamarea (4 months hace)

---

Tamarea
Ryzom Teams and Communications Manager - (FR / EN / ES)

tamarea@ryzom.com



Ryzom Forge Wiki

#32 Multilingüe 

Multilingüe | Français | English

Ryzom Forge meeting report - August 20th, 2018

Ryzom Wiki

Zorroargh (RF) - 19:37 UTC
First of all, I would like to say that Kervala found an email bug that prevented me from communicating with others and giving me the ability to create accounts. He fixed it in spite of the fact that he was busy full time with the Ryzom client. So the Encyclopatistes owe him a big thanks!
Now, as far as the Wiki is concerned, I continue to standardize structures while patrolling ("patrolling" is the term used in the wiki world to indicate that the content of articles is being examined).
And I am very happy to see that I am no longer alone: there are many Encyclopatysts (newcomers or old ones back) that are now helping to improve its content.
Q: Will obsolete information be archived?
A:
Always! When the informations are still usable, I make merges, for example, or I tag the article by a "Old Lore" banner, etc. There are several ways to archive.

OOC Events

Tamarea (RT) - 19:53 UTC
What are your feedbacks and questions about the OOC events proposed this August?
Do you enjoy all four of them (mini Boss, race, dice and hide-&seek) alike?
Mostly positive feedback from those present and :
  • some worrying about the day of their end, Teanwen confirms that they will finish only with the month of August;
  • Tamarea specifies that these games are also offered during American Atysians' playing hours;
  • many are eager to risk the tokens earned at the new Wheel;
  • the exchange rate of former tokens is confirmed (1 for 1);
  • the idea of exchangeable tokens between players will be transmitted by Tamarea to the Team;
  • Teanwen will now try not to blow up the mines so close to the packers.

August 17 patch

Tamarea (RT) - 20:19 UTC
What are your feedback and questions about the latest patch applied?
Q: Where is the Wheel? Where are the prizes?
A:
The wheel should be activated in a few days. We could activate it now, but I think you'll prefer it when she can give prizes!

Q: Can you explain how the Marauder fame brought by the patch works?
A:
Marauder fame is special: if your fame with each of the other factions/nations is -50, your Marauder fame will be 50 and vice versa. But by completing Marauder missions you can push it, like the others, up to a maximum of 100 (in principle: a bug is still to be fixed).

Q: The frequency of "Please wait" has increased. Is an improvement in sight?
A:
Developers are looking for the cause of the problem, but can't give any prognosis yet.

Post patch bugs

Tamarea (RT) - 20:45 UTC
Fixed bugs
  • Steam clients should be fixed since yesterday.
  • The too large size of an icon displayed in the Special bag has been fixed.
  • Objects are back in the apartments! (RyzHome)
  • Resale now works, except this: the code still needs to be updated so that players can also resell damaged PvP items, and that their new price reflects the degradation they have undergone.
Bugs to fix
  • Mac client on Apple Store We are waiting for Apple Store validation, and we hope for it to be available in 2 to 5 days.
  • Bugs in PvP shops Work is in progress.
  • Marauder TP Bugs It is impossible for Marauders to use a TP when they are dead, so no TP at the last crystal recharge needs to walk to Camp. No error message during a TP attempt under invulnerability.
  • Strange effect when changing jewelry or armor When equipping, for example a life boosted jewel instead of a concentration boosted jewel, all other jewelry equipped change boost but not quality. There is a similar effect with the armor. This will be fixed with the next client patch.
    The IG browser ignores style="text-decoration : none ;" for tags <a> (links). This problem will be fixed with the next client patch.

Ranger gameplay

Tamarea (RT) - 20:54 UTC
We are currently working on further improvements for the next patch:
  • Adding of Respawn Points for Rangers on all Pathways (including those in Prime Roots).
  • Adding of a Pathway to Midway Point.
  • Moving of capitals' Pathways closer to the TP of a Power.
Questions or feedbacks?
Q: Coming after the installation of the Safety Zones and the reduction of the damages undergone during the course of the Roads, don't you think that's too much? That it'll make the Ranger gameplay too easy?
A:
No. It is still slower than using a Power's TP, but with these changes, the Ranger game will be more balanced and playable. At least that's the purpose of these two successive patches.

Closing (started projects)

Tamarea (RT) - 21:05 UTC
We are currently working on a new map for Marauders. This map will constitute a PvP area and a large Marauder camp (or city, or citadel - details unknown at the time, but you have the idea) will be set up there.
Thus the map of Atys will be completed with a new region, clearly designated as Marauder territory, visible by all.
This new region will be located near Nexus, for which we have a new project: Nexus reloaded (see https://app.ryzom.com/app_forum/index.php?page=topic/view/28116/2 6#26 for more information).

Editado 2 veces | Última edición por Nilstilar (4 months hace)

---

#33 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (September 10th, 2018)

Date: monday, September 10th, 19:30 UTC (21:30 CEST)

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

Duration: 1.5 hour

Participants: all Ryzom players wishing to join.
Nature: informative, questions & answers and feedback meeting.
Topic: Added, in test and ready to be tested projects.
Agenda
  • Ryzom Wiki (infos, questions & answers)
  • Wheel of Fortune, tokens, Atys Points and rewards (infos, questions & answers)
  • Jena Year's Seasons (infos, questions & answers)
  • Purple Gubani event and future contamined cratcha boss (infos, questions & answers)

  • CSR recruitment is opened! (infos, questions & answers)

Editado 4 veces | Última edición por Tamarea (3 months hace)

---

Tamarea
Ryzom Teams and Communications Manager - (FR / EN / ES)

tamarea@ryzom.com



Ryzom Forge Wiki

#34 Multilingüe 

Multilingüe | Français | English

Ryzom Forge meeting report - September 10th, 2018

Ryzom Wiki

Zorroargh (RF) - 19:38 UTC
The wiki is reaching a good maturity in my opinion. I have more or less managed to see how to align the categories, templates, etc. between the different wikis, so that we can all talk about almost the same topics.
Well, it will still take me a long time!
As for the life of the wiki, I am happy to see that we have more and more very dynamic contributors…. Unfortunately, mainly in the FR group. I hope others will come (DE, EN, ES), because they are the ones who make the wiki live, not me.
Lastly, I was planning to create a RP meeting (in Almati Wood for instance) so that we could discuss the wiki freely and at length (excluding technical: content, look, etc.). Let me know by izam what you think, please.

Q: Do you need help with technical things on the wiki? Updating, extensions, etc.?
A:
You are always welcome.

Q: In the past, I sent two password requests to help on the wiki with EN2DE translations, I never got an answer.
A:
Yes, it is possible. We recently discovered a bug that caused replies not to be sent. I suggest you try again, but please give me your name and/or CV, something telling me that you are a member of Ryzom.

Q: Would a public channel on Rocket help you to communicate better?
A:
Why not? The difficulty in RP is the mix of languages I would like to see there.... It slows down communication a lot. While in a forum, you take your time and ALL people see and can participate in the same place.

JYS, Wheel of Fortune Tokens and Prizes, Atys Points

Ulukyn (RT) - 20:07 UTC
JYS
The principle of the JYS (Jena Year Seasons) is to apply a patch of content at regular intervals, as it happens all the new years of Jena. Therefore, there will be additions every 2.5 months or so.
Among these additions will be, for sure, wigs, new zigs (small pets), plush toys and, why not, other mounts. As for wigs, the idea is first to make the hairstyles of other nations available, then to add new ones.
We will provide tutorials and have opened a bitbucket repository (https://bitbucket.org/ryzom/ryzomdatas) containing all the graphic additions we have made and will make. So we hope that more people will be able to participate.
But the JYS will also be an opportunity to implement new gameplay contents. Some are already under study and others will be soon.
As the JYS are set on the Atysian New Years, the next patch of this type will be applied in November or December (to be calculated). More information will be given to you later... Or maybe not, so as not to spoil your enjoyment of the surprise.

Wheel of Fortune Tokens
There will be basic ones to convert (one old against one new) and basic ones to buy (up to 500 per day).
Fine tokens will also be available for purchase, but at a variable price. Initially very high, their price will decrease over time but will increase with each purchase. This means that the more tokens players buy, the higher their price will be. Conversely, the less tokens players buy, the lower their price will be.
Tokens other than basic or fine tokens will not be available for purchase. But don't worry: little additions will allow you to regularly win tokens.

Wheel of Fortune Prizes
Each JYS, as you will have understood, will bring its own set of new prizes for the Wheel.
Not to mention special tokens given for OOC events such as Atysoël, Anlor Winn, etc. that will help you win no less special prizes.

Points Atys
As for Atys Points, it's more complicated. They will allow you to buy items that reward participation in events and we would like to reward players as fairly as possible.
But we would also also like the purchasing system to be nice: that one can't get everything too easily, but that those who don't participate much in events can buy what they like. And, of course, we have to imagine kind and funny rewards.
We have a lot of ideas (homina and homin dolls, for example), some of them really original, but like the Wheel of Fortune, we prefer to take the time to think things through.
So be patient! It will come. Especially since the tools for the sale are online and in the process of being debugged.

Q: Just a suggestion…. Maybe you could also make tokens a very rare drop off mobs so unaware players might just stumble upon them?
A:
Good idea!

Purple Gubani and schedule of events

Tamarea (RT) - 21:03 UTC
Purple Gubani
The last part of the "Purple Gubani" sequence of events started at the Void, with Goo fumes modified so as not to penalize the gameplay (less lagss and much less damage).
The sequence will end with the introduction of a new contaminated Cratcha Boss.

Schedule of events
From now on, roleplay events will take place either on Friday or Sunday because these are the evenings when more players can participate.
They will be announced as far in advance as possible on the WebIG calendar, so that those who organize outpost battles can be informed of free evenings.
On the other days, OOC events (such as mini-bosses) may take place several times a month.
During the RL holiday periods, we will continue to offer permanent OOC events.

Q: Any news of the kitin invasions?

Tamarea (RT) - 21:10 UTC
A: Kitin invasions, different from the old ones, are under development, yes.
These will be dynamic events, i.e. the extent of an invasion will depend on how quickly you will deal with it.
It will be up to you to detect the spawn of domes disgorging kitins before it is too late!
I don't know yet if there will be Exterminators (the kitin bosses of the old invasions) among the invaders.
Other dynamic events are also in preparation. Example: A NPC in a city leaves her/his post to ask for help, and any player can agree to be of service to her/him.

Closing (CSR recruitment)

Tamarea (RT) - 21:22 UTC
The Support team is recruiting!
For more information, please see: https://app.ryzom.com/app_forum/index.php?page=topic/view/22047/1

Editado 4 veces | Última edición por Nilstilar (3 months hace)

---

#35 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (September 24th, 2018)

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

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

Duration: 1.5 hour

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

---

Tamarea
Ryzom Teams and Communications Manager - (FR / EN / ES)

tamarea@ryzom.com



Ryzom Forge Wiki

#36 Multilingüe 

Multilingüe | Français | English

Ryzom Forge meeting report - September 24th, 2018

Review of last night's problems

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

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

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

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

New map

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

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

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

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

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

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

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

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

Wheel of the Fortunate Gubani

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

Boss in the Box

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

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

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

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

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

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

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

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

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

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

Nexus Reloaded

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

Redesign of the mechanics of the Outpost Wars

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

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

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

Range weapons

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

Closing

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

Última edición por Tamarea (3 months hace)

---

#37 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (October 8th, 2018)

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

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

Duration: 1.5 hour

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

Última edición por Tamarea (2 months hace)

---

Tamarea
Ryzom Teams and Communications Manager - (FR / EN / ES)

tamarea@ryzom.com



Ryzom Forge Wiki

#38 Multilingüe 

Multilingüe | Français | English

Ryzom Forge meeting report – October 8th, 2018

Collections (Jayvaraman)

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

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

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

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

New website (Jayvaraman)

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

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

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

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

OP (Ulukyn)

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


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

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

Guild Points (PG) (Ulukyn)

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

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

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

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

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

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

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

End of meeting

Última edición por Kyriann (2 months hace)

#39 Multilingüe 

Multilingüe | English | Français

Ryzom Forge meeting (November 19th, 2018)

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

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

Duration: 1.5 hour

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

Última edición por Tamarea (4 weeks hace)

---

Tamarea
Ryzom Teams and Communications Manager - (FR / EN / ES)

tamarea@ryzom.com



Ryzom Forge Wiki

#40 [fr] 

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

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

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

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

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

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

Voici ma contre-proposition ;)

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

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


Bonne Journée
Asharan

Editado 2 veces | Última edición por Asharan (3 weeks hace)

#41 [fr] 

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

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

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

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

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

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

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

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

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

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

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

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

Editado 3 veces | Última edición por Mithian (3 weeks hace)

#42 [fr] 

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

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

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

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

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

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


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


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

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

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

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


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


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

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


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


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

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




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

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


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


C'est l'idée générale :)

Asharan

Última edición por Asharan (3 weeks hace)

#43 [fr] 

Hello;

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

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

First of all and my fundamental point:

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

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

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

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

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

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

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

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

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

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

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

And that's the gist of the issue here:

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

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

And this is exactly what is happening.

And the situation needs to change because:

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

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

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

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

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

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

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

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

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

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

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

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

But well; where does it stop?

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

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

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

Editado 8 veces | Última edición por Northstar (3 weeks hace)

---

uiWebPrevious12345uiWebNext
 
Last visit sáb 15 dic 2018 13:22:03 UTC UTC
P_:

powered by ryzom-api