#255 [en] 

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

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

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

#256 [en] 

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

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


#257 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (December 6th 2021)

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

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

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.
  • Update on recent crashes
  • Feedback on the Client's beta tests
  • Feedback on Boss refactoring
  • Progress on OP refactoring (GvG)

#258 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report – December 6, 2021

1 - Report about recent crashes

Ulukyn (RT) – 20:36 UTC
Let's talk a little about the recent server problems, there have been several.
The first problem, the most critical, was quite particular and could crash any Ryzom service. Indeed, a Ryzom server is composed of many services which manage an aspect of the game: the EGS which manages the entities (NPC, creatures, actions, etc...), the IOS manages texts and chats and other smaller services but whose role is also important. Now, the bug could occur in one of these services and up to 2-3 times a day, which depending on the service that crashed could cause chain reactions (and therefore a server that crashes completely). The reason of the crash is a bit technical (I could give more details if needed) but a fix was applied and since then none of the services crashed because of this bug.
Another bug has finally been fixed. This is one of the oldest known bugs in the game. We suspected that it came from the missions and we had a hunch that it only happened with characters returning to the game after a long absence. We were able to investigate this bug because we unintentionally caused it by moving occupations into Kitins' Lair. This maneuver, in fact, unknowingly caused the aliases (identification numbers saved in the character's file kept by the server) of the missions concerned to change. Now, if a mission changes aliases and a player has kept the old alias in the character's save file on his own machine, the server will crash as soon as the character in question is loaded. This is because aliases were not originally designed to be changeable... no one anticipated that some missions would be moved from one continent to another. Finally, this diagnosis made it easier to find and fix the bug and the unfortunate player who was crashing the server every time he tried to log was finally able to join Atys without a hitch.
A third bug has been identified in the IOS, which occurs quite rarely. We made the hypothesis that it occurred when a message was sent by the server on a dynamic chat channel, at the same time as one of the players disconnected and added several checks to avoid this conjunction. For the moment, no new crashes have been reported. We keep an eye on it though.
Finally, the last bugs (which cause slowdowns and huge delays in sending messages) occur when the SU crashes (SU = Shard Unifier, a service especially useful when several servers are running - like Aniro, Arispotle and Leanon - or when Ring sessions are active). We have already fixed one of them, the fixing of another is in progress. We will strengthen the part of SU code that handles database writing.
That's it for the information about the recent crashes. Are there any questions?

Q: Is this one of those bugs that was causing the chat channels to mix? And does that mean that this mixing will not happen anymore?
Yes, the first one described above. And no, the channel mixing will not happen anymore..

2 - Feedback on the Client's beta tests

Ulukyn (RT) – 21:02 UTC
See forum.
We need as much feedback as possible, because the timing of the next patch depends on it: the sooner we validate the beta client, the sooner we will patch the new features.
So, are there people who have been able to play with the beta client regularly?

Q: Is the "beta client" the RyZtart launcher?
No, RyZtart simply allows you to activate the game in beta mode on the Atys server (and not on one of the test servers). This allows you to test the next client patch "in real conditions". It is recommended, however, to backup the save/ directory before testing.

Q: For me, the titles don't work, and neither does the sound.
The titles are being totally recoded in a simpler and more modern interface. They will be compatible with the new client in the next patch. As for the sound, fixing is in progress: we will contact you if needed.

Q: Your recommendation to backup save/ beforehand is what made me recoil so far. Do we really need to backup save/ before every beta game session?
Actually, one should always save, but it's more of a precaution than anything else. For the moment the only bug that has caused problems is the unexpected resetting of the UI that occurs when switching frequently between normal and beta client: without backup, the player is then forced to reposition to his taste all windows. But so far, no problems with macros, landmark pennants or others, just a bug reported regarding friends groups which is currently being checked (we will let you know if it is confirmed).
That said, if RyZtart automatically created a zip of the save/ folder each time beta mode was activated/deactivated, it would probably help to have more testers….

Q: The RyZtart launcher should also just be more promoted (a lot of players don't read forum announcements). A once per day reminder in Universe channel, like ''Please check out RyZtart and the beta client'', maybe?
We will think about it.

3 - Feedback on Boss refactoring

Ulukyn (RT) – 21:23 UTC
See forum.
What are your feedbacks, especially about the new algorithm of spawn of Bosses?
We would like, indeed, to know if its activation in all regions of Atys is now possible or if it still needs some adjustments.

Q: Some say that no Boss spawns in the Savage Dunes anymore. What about this?
We haven't spotted any bug so far, at least by looking at the logs.
(three minutes pass in silence…)
No other remarks… So we can expect a switch to the new system soon. This will allow us to move on to new stages of the project.

4 - Progress on OP refactoring (GvG)

Ulukyn & Tykus (RT) – 21:30 UTC
The project is pretty well advanced.
We are running the last alpha tests and the tests on the test servers (Yubo & Gingo) should start soon. At the moment they are focusing on new GvG outposts in zones 50 and will allow us to determine if the NPC setting is good (it is at its minimum, but fighting a guild and NPCs simultaneously can be a bit of a challenge).
During this GvG test, we will move forward with the rest of the project. Some of the changes that are already ready, such as reducing the duration of battles to 1 hour and lowering the cost of attacks, could be implemented quickly. The rotation of materials and the taking of outposts by hostile NPC tribes would then come in a later phase of project development.
We agreed to give the project a boost over the next two months.

Q: Will, as for a classic attack, the attacking NPCs have to fight the NPCs of the attacked outpost too?

Q: Will, eventually, ALL outpost battles have to be fought in GvG only?
Not at all. Battles will remain as they are now, we will simply add a GvG attack option, which will be limited in its use. Also, battles for outposts in the Nexus will remain in GvE. This means that outposts will offer a wider range of possibilities.

Q1: Isn't it feared that some of these changes will make it difficult for our guild to retain the many outposts it owns for several years?
Q2: Our guild owned a level 200 outpost for a few weeks and Q250 mats have been produced… in very low amounts. For lower level OPs, it will be worse and even less attractive, I think. So will there be any change in the production of the outposts? For example, better quality materials for a level 50 OP?
Yes, this is planned. The production rates will not be the same at all, but a 50 OP will be able to produce Q250 mats (in smaller quantities than a 250 OP of course). And a 250 OP could also end up producing only Q50 mats (a depleted mining seam). This means that (and to answer the first question) retain an outpost will not be as interesting as it is now: it will be much more profitable to change for another.

Q: Isn't it feared that, in the long run, only the richests can afford it? That, in the long run, many OPs will never be attacked, thus left in the possession of NPCs useless to the life of the game?
As said above, the cost of conquest of outposts will be drastically reduced and, moreover, it will be variable depending on the mode of conquest (GvE, GVG or FvF).

Q: Will there be other productions than the current ones on these new outposts, which would make their possession more interesting?
Yes, but the working group in charge of the project confirms its original intention: these new productions adding value to the ownership of the outposts will only be implemented once the overhaul of the battle mechanics is completed. This will allow everyone to benefit, regardless of their preferred type of PvP and the effort they are able to put in.

The meeting is closed at 22:17 UTC

Edited 5 times | Last edited by Nilstilar (5 months ago) | Reason: Typos


#259 [en] 


Against the CoC, see:

Slander or rumour about a Ryzom Team member or Winch Gate

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

Lol. What a load of bullshit. No criticism of Winch Gate allowed? You're not gonna keep much goodwill from volunteers, open source contributers, and other community projects, with this attitude.

Edited 3 times | Last edited by Kaetemi (5 months ago)



#260 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (January 3th 2022)

Date: monday, January 3th, 20:30 UTC (21:30 CET)

Meeting places:
  • Atys, on the public forge channel

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.
  • Update on dev tools
  • January patches presentation
  • Silan refactoring
  • Boss refactoring
  • OP refactoring

#261 Multilingual 

Multilingual | English | [Français]

Compte-Rendu de la réunion de Ryzom Forge – 3 janvier 2022

1 - Point sur les outils développeurs

Ulukyn (RT) – 20:38 UTC
Je vais revenir sur l'année 2021, qui as été l'année de la consolidation si l'on peut dire.

Nous avons en effet mis à jour pas mal de choses, d'une part les serveurs, le webIG et le code du client (avec la fusion du code de Ryzom Core 4), mais également le processus de compilation qui se base maintenant sur Visual C++ 2019 pour Windows. De plus un outil, Hunter, a été mis en place par Nimetu (RT) pour compiler plus facilement tout l'ensemble.

Au-delà des outils, l'année écoulée a aussi vu l'équipe des développeurs mettre à jour sa façon de travailler : nous utilisons désormais d'avantage gitlab pour les bogues, la communication et la gestion des patchs et nous en sommes très satisfaits… À se demander pourquoi ne pas l'avoir fait plus tôt ! Il reste une dernière chose à faire : réunir nos dépôts serveur et data client avec le dépôt ryzom-core, ceci afin de rendre le processus de développement encore plus simple.

Nous avons également travaillé enrichir notre collection de systèmes génériques ou basés sur des modèles. C'est le cas, par exemple, des « shops » qui sont de plus en plus (et seront par la suite massivement) utilisés pour mettre à disposition des objets ou des services en jeu (par exemple les achats en Elyps, que ce soit auprès des marchands des Nations, des palefreniers ou des PNJ graveurs d'Allégories). C'est le cas également des Leçons qui sont la base de l'information transmise en jeu aux joueurs, ainsi que, enfin, de la fenêtre Encyclopédie (ctrl+E) qui regroupe les Missions journalières, la Storyline, le futur tutoriel et, depuis peu, les titres, qui tous se basent (ou se baseront) sur le même modèle.

De ce fait, nous avons (et aurons) moins de systèmes à maintenir, donc moins de bogues et nous pourrons concentrer nos efforts sur trois tâches principalement. À savoir :
• l'achèvement des trois projets de refonte (Silan, Rois, Avant-postes) ;
• la poursuite la Storyline et l'ajout de contenus encore à achever (Jetons suprêmes, par exemple) ;
• la correction des bogues et l'amélioration du client (l'année 2022 commencera d'ailleurs par un patch – actuellement en test – illustrant ce point).

2 - Présentation du prochain patch

Ariald (RT) – 20:58 UTC
Comme Ulukyn l'a mentionné, l'un de nos objectifs pour 2022 est d'améliorer l'expérience des joueurs en corrigeant les bugs ou en améliorant le client. C'est exactement ce que fera le premier patch de janvier.

Le premier changement apporté concerne le système d'échange entre personnages joueurs. Plus généralement, nous avons essayé d'améliorer le déroulement des échanges d'objets, car actuellement, ce n'est pas le meilleur. En plus de modifier et de simplifier la disposition de la fenêtre d'échange, nous avons ajouté deux emplacements supplémentaires pour les objets. Ce sont principalement les échanges de parures qui nous ont conduit à ce dernier changement.

Un autre changement que nous avons apporté à la fenêtre d'échange des joueurs est la possibilité de glisser et déposer des objets dans la fenêtre en question depuis tous vos inventaires. Ainsi, si vous voulez échanger des objets transportés par votre Zig, vous n'aurez plus besoin de les transférer d'abord dans votre sac, donc d'interrompre l'échange pour le compléter ensuite. Remarque : afin de ne pas encombrer la fenêtre de sélection des objets, celle-ci ne vous montrera pas les objets des autres inventaires et cette fonction n'opèrera que par glisser-déposer.

La dernière modification apportée à la fenêtre d'échange présentée à chacun des joueurs est l'ajout d'indicateurs de volume et de poids des objets. En fait, un petit indicateur (semblable à celui qui se trouve en haut à droite de vos inventaires) vous sera affiché à côté des deux offres, qui indiquera le poids et le volume des objets donnés et reçus. Tout ceci dans l'espoir de rendre les échanges un peu plus fluides.

Ensuite, l'empilement d'objets. Quiconque a combattu en PvP connaît la sensation d'un inventaire encombré de sorts cristallisés. Désormais, les sorts cristallisés de la même stanza (ou d'une stanza identique) s'empilent automatiquement dans l'inventaire où ils sont stockés. Le même encombrement se produisant actuellement dans le sac des artisans au travail, les objets produits identiques s'empileront désormais automatiquement dans l'inventaire.

Des questions jusqu'à présent ?

Q : Sera-t-il possible de choisir l'inventaire où les articles échangés finissent ? Par exemple, de transférer une pile complète de matières premières transportées par mon mektoub au mektoub de mon partenaire d'échange ?
R :
Pour l'instant, ce n'est pas possible, mais je vais y penser.

Q : Les « vrais » Rangers s'interdisent le PvP. Pourquoi, alors, trouve-t-on au Bois d'Almati un marchand payable en points PvP ? (Par contre, conserver la possibilité d'acquérir la robe et le bouclier serait bien.)
R :
C'est une question que nous évaluons. Je suis d'accord avec vous pour dire que ce n'est pas idéal. Le patch n'y changera rien cependant.

Q : Peut-être pourrait-on transformer ces points PvP en points « PvK » qu'on gagnerait en repoussant les invasions kitines ?
R :
Peut-être, oui. Je prends note.

Ariald (RT) – 21:27 UTC
Passons aux corrections.
Je dois dire que ce patch est assez gros et que je passe donc sous silence certains petits détails. Vous aurez la surprise lorsque la patchnote sera publiée !

Nous avons beaucoup de corrections dans ce patch, notamment concernant les Zigs :
• correction du bogue qui leur donnait un statut erroné lorsqu'ils étaient hébergés en sac ;
• ajout de leurs inventaires en onglets dans les fenêtres commerciales des PNJ marchands ;
• ajout de la possibilité de transfert direct des objets de leur inventaire vers celui de votre appartement et vers celui du hall de votre guilde ;
• correction du dysfonctionnement du verrouillage/déverrouillage des objets de leur inventaire.

À ce propos, les statuts de verrouillage des objets s'afficheront désormais dans l'inventaire de l'appartement et celui du hall de votre guilde.

Des questions ?

Q : Pourrons-nous toujours stocker en grand nombre des cristaux de sève sur les Zigs ?
R :
Oui, cela ne change pas.

Q : Qu'en est-il du bogue qui fait disparaître la fenêtre d'inventaire d'un Zig lorsqu'on vous le sortez de votre sac (ça arrive parfois lorsque la sortie du sac est actionnée par macro) ?
R :
Intéressant. Je n'étais pas au courant de ce bogue. Je vais enquêter et peut-être prendre contact avec vous plus tard afin que nous puissions mettre cela en place sur gitlab.

Q : L'ajout des Zigs aux fenêtres commerciales des PNJ marchands signifie-il que nous pourrons désormais les acheter ?
R :
Ah, peut-être que je n'ai pas été clair… Voici une capture d'écran, vous comprendrez peut-être mieux.
Voyez : le Zig 1 apparaît désormais comme un onglet dans la fenêtre. Ainsi, je peux échanger des articles portés par mon Zig, comme je le fais déjà pour ceux sur un mektoub de bât ou dans mon sac.

Q : Combien un personnage peut-il posséder de Zigs, au maximum ?
R :
Actuellement 3. Et ça ne changera pas avec le patch.

Q : Ne pourrait-on rendre disponibles aux joueurs de bas niveau le pantalon et le gilet Q50 gagnés en jouant à la Roue de la Fortune… au moyen d'échanges entre joueurs ? Ne suffit-il pas pour ça de faire stocker ces objets dans notre sac « non spécial » ?
R :
Actuellement, l'armure de réfugié que vous recevez en jouant à la Roue n'est pas échangeable… Nous y réfléchissons, mais pour l'instant je n'ai pas de réponse.

Q (Ariald) : Ok, s'il n'y a rien d'autre, ceci résume le premier patch de janvier. Ulukyn, veux-tu prendre brièvement le relais pour parler du second ?
R (Ulukyn) :
Oui, rapidement… Le second patch concernera les refontes, du coup. Elles seront patchées en janvier, ou en février si tout n'est pas encore totalement testé d'ici là. Je vais donc faire un point.

3 - Refonte de Silan

Ulukyn (RT) – 21:51 UTC
J'ai refait le tutoriel après plusieurs avis des premiers testeurs, et il est maintenant plus intuitif et interactif. Les avis sur le deux premières Leçons sont plutôt positifs. Je poursuis donc et j'espère qu'il aidera vraiment les nouveaux joueurs à prendre leurs marques.

J'en profite pour rappeler que l'équipe de test recrute. Donc, si vous souhaitez tester soit le patch implémentant les ajouts au client, soit les premières leçons du tutoriel, vous êtes les bienvenus.

Q : Je peux passer un peu de temps sur les tests des premières leçons du tutoriel. Comment s'inscrire ?
R :
Il suffit de contacter Tamarea.

4 - Refonte des Rois

Ulukyn (RT) – 22:01 UTC
La refonte des Rois sera prochainement appliquée à l'ensemble d'Atys. Toutefois, le chantier est destiné à se prolonger, même si nous n'avons pas encore établi précisément sur quoi nous allons travailler. Mais nous aimerions beaucoup faire de la chasse aux Rois une activité des plus fun sur Ryzom.

Une des idées évoquées parmi nous, pour que les talents tactiques des joueurs puissent s'épanouir et qu'ils échappent à la routine, est celle qui doterait chacun des Rois actuels d'une mécanique de défense propre. C'est l'idée qui est en fait à l'origine de ce projet de refonte… et de son nom initial : « Boss in the Box ».

Si vous avez d'autres idées, n'hésitez pas à les poster au forum à la suite du compte-rendu de la réunion.

Des questions ?

Q : Je ne sais dire que « Je t'aime. » dans une autre langue que le français… Serait-il possible que tous les canaux de faction bénéficient de la traduction automatique ?
R :
La question est hors-sujet, mais elle revient assez souvent pour que nous l'envisagions sérieusement. Cependant, je ne peux donner une date pour la mise en œuvre de cette amélioration car nous devons, pour être efficaces, nous concentrer sur une petit nombre de projets.

5 - Refonte des Avant-postes

Ulukyn (RT) – 22:17 UTC
Nous avons pu avancer sur le GvG, mais son introduction ne nous semble intéressante que si elle s'accompagne des changements prévus sur tous les Avant-postes.

C'est pourquoi nous envisageons de faire plusieurs changements en même temps. À savoir :
• réduction de la durée des batailles à une heure (déjà testée au Nexus) ;
• rotation des matières premières produites par chaque avant-poste tous les N jours (à déterminer), via redémarrage du serveur ;
• suppression de la production de matières premières de qualités 50 et 100 ;
• ajout de quatre Avant-postes dans les régions de niveau 50 pour test des batailles en GvG.

À la suite de quoi un autre patch viendra implémenter les dernières modifications, vu que le projet a bien avancé grâce aux tests en vraie grandeur sur le serveur Atys.

Des questions ?

Q : Suite à ces modifications, les Rangers pourrons donc posséder des Avant-postes ?
R :
Les Rangers peuvent déjà posséder des Avant-postes, mais ils ne disposent pas d'une foreuse générique pour les exploiter. (S'ensuit un débat hors-sujet entre plusieurs des joueurs présents, à propos de la Voie des Rangers.)

Après un réjouissant échange de félicitations entre les intervenants RT et les participants, la réunion est close à 23:00 UTC.

Last edited by Nilstilar (4 months ago) | Reason: FR typos


#262 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (February 7th 2022)

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

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

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

Last edited by Ghost of Atys (3 months ago)

#263 [en] 

***DEL*** irrelevant.

Last edited by Tykus (3 months ago)



#264 [en] 

***DEL*** irrelevant.

Last edited by Tykus (3 months ago)



#265 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report – 07 February 2022

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

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

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

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

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

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

A : Yes.
This is the next topic.

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

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

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

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

Q : Are you satisfied with the proposal ?

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

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

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

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

Q : Are these ephemeral enchantments new spells ?

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

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

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

Q : And last only two times for example.

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

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

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

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

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

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

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

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

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

Q : The ammunition too ?

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

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

A : No, like "Item bar".

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

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

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

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

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

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

Q : When ?

A : Soon.

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

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

Edited 7 times | Last edited by Jadeyn (3 months ago)


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

#266 Multilingual 

Multilingual | [English] | Français
See : .

Edited 2 times | Last edited by Jadeyn (3 months ago)


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

#267 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (March 7th 2022)

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

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

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

Edited 2 times | Last edited by Ghost Of Atys (3 weeks ago)

#268 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report – 07 March 2022

Indeed, it was long the arrival of these tokens !
And yes, there is some scam as in all wheels !
Nevertheless, we hope that the arrival of new outfits and weapons has whetted your appetite !
Because the goal is obviously to be able to continue to add more, and to the wheel, but also in other types of gameplay.
For those who didn't see it (I forgot to put it up in the patch note) but the NPC next to the wheel offers you to exchange your gifts for tickets.
And the tickets for supreme tokens. So, if you have too many wigs, no worries, he'll be happy to take them back.
Are there any questions ?

Q : Will we also be able to win plans to make the new outfits ? To combine style and craftsmanship.

A : It was just whispered in my ear.
So, all the outfits that we add have all a creation plan.
It is systematic.
So about the amount of material, it's pretty random, after all, who knows how it was made ?
So if we were to add new outfits to the wheel to replace the old ones, it would be possible to make the plans available through a challenge.
Any other questions ?

Q : Is there a list of gifts that can be exchanged for tickets somewhere ?

A : 2 secondes, I send a screenshot. 207%20mars%202022%2021%2045.png
So there are : plushies, underwear, refugee outfits, wigs and tattoos.
Others may be added such as pieces of zig / mount.
As well as the exchange of tokens from one type to another (at an abused exchange rate ... Obviously !).

Q : Basic wig traded in, looks like I can't choose which color to trade in.

A : It is now possible to lock an item in the special bag and in this case it will not be exchangeable or exchanged.
This is what allows you to choose which item to exchange with the NPC.
Any other questions ?
If no questions, I'll take the opportunity to talk a little about the content additions.
Because it's true that we haven't had any for a long time, there had been weapons for events OOC but nothing new.
We now have Rizyinshi who makes beautiful weapons (that I modify a little sometimes) and who is very motivated.
No doubt that he will make us many others !
For the outfits, the idea was to create a simple, smooth skirt. This is the case of the new skirt with the wheel.
It is a base of zorai skirt which has been simplified.
In order to have something simple enough to texture.
The model, the texture (in Gimp format with layers for the 3 skins) and a tutorial (as soon as I have some time, I promise) to be able to make our own version will be available on the wiki.
Maybe we'll get some future designers to make us the next skirt for the wheel !
Moreover, all the items, the fixing of the hairstyle were made in Blender.
No need to have 3DSmax, if someone feels comfortable with the tool, it's a pleasure to help him integrate his creation (if it's validated of course !).
The hardest part is often getting started !
It seems that there are very good courses on Blender.
But tell you one thing, whatever you do, it will always be better than the first outfit I made for Ryzom, the PvP potato bag outfit !

Q : By the way, you remember that we talked a long time ago about having Homins sit on their seats. At that time it was impossible. And now you think it would be ?

A : Ah, very good question !
Well, you need 2 things, to fix an attachment point on a seat and to stick an animation on it.
For the animation, I was able to add one (a jumping Homin ... Totally ridiculous but well ...).
For the attachment it is more complex, there are only the mounts which have it.
So we need seat mounts !
It will end up in a merry-go-round !
There are fewer and fewer things we don't know how to do.
And a lot of things at the end of the preparation, not only cosmetic.

Q : Flying mount ?

A : If you talk about riding an izam, it is possible.
But flying in the sense of being able to go where you want in the air, no.
Because your character will collide !

Q : It's ok to sit on the floor, but flat seat cushions as objects on the floor would be great !

Q : Yes, sitting on the floor on cushions. Or making a chair slightly elevated and walkable to sit on a chair is sufficient.

A : Oh, because you don't have any cushions ?

Q : In lake only.

Q : There are many cultures where you just sit on the floor.
But they have cushions !

Q : In my apartment I did that, I put the cushions in the ground to sit on them.

A : Well, we'll have to deliver some !
And with the option to sit on the cushion and not in the cushion !
Let's talk about OP refactoring.
Well, as Silan refactoring is about to go into translation (and final testing), as the wheel has had its share of gifts, as the New Ticket System is also being tested.
Well, good news, I'm full time on OP Refactoring !
So in about a month, things will be moving.
I will just remind you of the major changes that were validated by the working group.
When the server is rebooted, there will be :
- Deletion of materials 50 and 100, to keep only 150 and more.
- Rotation of materials in quality and type.
Basically, an outpost may not give the same type of material, nor the same quality.
However, an outpost 50 will yield much less material than an outpost 250.
Once the outpost is conquered.

Q : We have no way of knowing what the outpost will produce as material until we put in a drill ?

A : Well done, you're asking me a trick question ...
We will think about it, but it would be possible that the guild that has just conquered an outpost is aware of the material and the quality.
Without having to install a drill.

Q : Will it be possible to have an outpost without fighting ? Otherwise, how do the Ranger get an outpost ?

A : It was proposed to have also attacks of kitins instead of tribes.
And therefore PvK.
Which is no longer PvP.

Q : This is nonsense !
The Ranger does not aspire to have an outpost at the risk of finding themselve fighting against Homins ...
This is the typology of the faction ...

A : OP Refactoring is about gameplay, how each player plays his character, it's not really a question that the project answers.
I continue.
There will be small subtleties in the rotation of materials.
Outposts in low level areas will have more chance to change the quality of materials but less chance to change the type of material.
Outposts in high level areas will more easily change the type of material but are less likely to change the quality.
Thus, an outpost 250 that gives Q250 Vedice will be more likely to switch to Q250 Egiros than to Q150 Vedice.
And for an outpost 50 that gives the same Q250 Vedice, it will have more chance to switch to Q200 Vedice than Q250 Egiros.
Then, along with the rotation of materials, 50% of the outposts will be taken over by tribes.

Q : Is there a way to predict what ressource an outpost will produce in the future ?
To see what it will be before I battle it ?

A : Never at 100% because it remains random.
But there is a logic and a fixed number of materials and qualities.
So by combining the information it would be possible to know more.

Q : That's just the point, not to know. You'll have to ask around to find out what the outpost is producing before you attack it.

Q : Is the rhythm of the rotations known in advance ?

A : It will be indicated yes, but never accurate to the day.
It will depend on a reboot, but if we start on a 3 months rotation, it will be 3 months and some days.

Q : If I ever attack an outpost and suddenly, rotation. What happens ? The attack keeps on going or I get my money back and the rotation takes over the attack ?

A : The easiest way is to block the attacks just before a rotation, which will avoid this scenario.

Q : Will we have a chance to fight against the tribe that wants to take over our outpost ? Or will there be a rotation and suddenly, no more outposts ?

A : They are very vicious, they attack when you are sleeping ...
In any case, you can imagine that if you could fight them and we can't reach 50%, we would modify the levels to have 50% of the total. So it would just be impossible to win.
You can't balance an attack so that a guild of 5 players has the same chances as a guild of 20 players.

Q : Will the price of the attacks change ? And the one of the drill ?

A : Yes, they will go down.
There will be only one model of drill per faction.
Once the rotation and the taking of the outposts, there will be a wagering session on who will be able to attack which outpost.
The session could last about ten days.
The way it works has changed a little from the initial project, especially to give everyone a chance.
Each guild will have 50 points that they can bet on, either on a single outpost or on several by dividing them up.
For example, the guild could bet 30 points on the X outpost and 20 points on the Y outpost.

Q : The taking of outpost(s) will be done by combat ... Can't we buy an outpost from the tribe ?

A : Yes, it is mandatory.

So the bets, at the end of the 10 days, are very simple.
For each outpost taken by a tribe, we look at the highest bet and the guild that has bet the highest amount wins the right to attack the outpost (the guild will have about 7 days to do so).
Attention, in case of a draw (you were going to ask me the question ?!) if two guilds bet exactly the same amount, the bet doesn't count and we look at the next bet.
So if two guilds both bet 50, but a third guild only bets 10, the two 50 bets are ignored. Congrats to the guild that only bet 10, it felt a good opportunity !

Q : Can you only bet at the time of the rotation change ?

A : Yes.
Bets are used to determine which guild can attack an outpost that is held by a tribe.

Q : So if I follow what you say, at the time of the patch OP refactoring all the outposts bellong to Marauder NPCs and therefore at this moment we will have 10 days to bet on the outpost that we wish ?

A : 50%, not all. And then there will be bets on the 50% of tribal outposts.
The other 50% we will just have to launch the attack.
The other 50% remain in normal mode.

Q : Okay and we agree that this 50% changes target at each rotation ?

A : It is totally random. We take the list, we choose half of it.

Q : We bet on a tribe, okay. But do we know what the others are betting on and do we know what this outpost will produce ?

A : We don't know anything !
These are blind bets.

So once the wagering session is over, the guild that has the right to attack can do so.
Or not to attack if it wants to (or if it can't).
The threshold of the outpost is systematically 5.
So if you want to train, go to Nexus and attack an outpost at threshold 5.

Q : So for this type of outpost it is only GvG ?
At this point I mean.

A : It's GvE.
It's your guild against the tribe.
And only.

Q : Yeah we can't call any reinforcements so.

A : No, none.

Q : So the guilds of 2 players for this type of outpost are screwed.

A : Also, members who joined a guild after the start of the wagering will not be able to participate either.
If I'm not talking nonsense, according to the tests at Nexus, a guild of 3 players on an outpost 50 can reach the threshold 5.
But obviously not on a 250 outpost.

Q : What happens if the guild that won the bet does not attack the outpost ? Or doesn't reach the threshold ? How long does the outpost stay in the hands of the tribe ?

A : I was going to come to that !
In case of defeat or non-attack, the outpost goes to its maximum threshold.
And it's up to whoever wants to attack it.
If successful, the outpost will remain unattackable for several days before returning to normal mode.
So that the guild can enjoy it a little.
Finally, there will be a 3rd type of PvP.
It will be possible for a guild to declare (after the session of bets and tribe attacks) 2 times per cycle (the number may change) a GvG.
This will engage only the 2 guilds, the one that attacks and the one that defends.
In a single phase.
If the guild wins, the outpost will remain unattackable for a few days in the same way as for GvE attacks.
Then it will be attackable only in GvG and that for a few more days.
In any case, an outpost can only be attacked once a week in GvG.
In FvF it's limitless.
The idea is to finally have the three types of PvP and that each guild can practice its play style.
The periods when the outposts are not attackable are used to reward the guild for taking advantage of the outpost before a possible massive FvF attack.
I don't think I missed anything and if I did, it will be a surprise !

Q : How long is the no attack period please ?
And if PvE is 50%, whats the % for GvG ? And FvF ?

A : The 50% concerns the outposts which will be taken over by the tribes.
These will have a 10 day period without attack.
But for the others it does not change.
It will remain in FvF as now.

Q : How about you try your new little experiment with outposts below 150 to see how the system works or if it even works before you destroy what's left of the fragile commmunity ?

A : The outposts will tend to evolve, we plan new things.
But the current system does not allow any evolution.
If we want to add real value materials, it should not unbalance the game more.
For this to happen, outpost's attacks must be the key to the gameplay.
And no, keeping it otherwise, what will happen is that we will be forced to add new things elsewhere, better balanced.
And the outposts will end up being just ruins.

Q : So how do you stop people from joining the attacking guild before the attack ?

A : Ah, I knew I had missed something.
To join a GvG or a GvE you must have integrated your guild at least 3 weeks before.

Q : Currently, an outpost fight draws players to the game, if they happen. Dozens. A GvG ... Will draw much less. Especially if you cannot join the sides or include new players.
Doesn't that trivialize it ? We tested a GvG, and it was hard for the opposing party to rally 4(!) people.

A : Sorry, we have already discussed this several times.
And work for several months with many players on the subject.
Of all factions.
I know that the project has been dragging on ... Unfortunately.
But I'm not going to go over every point.
For new players, 3 weeks is nothing.
Also, we are talking about GvG and GvE, not FvF.

Q : I drop guild on daily basis, for alt GHs ... The bulk is a huge issue. Does that mean I cannot do that anymore ?

A : Yes, you can still do it. In the case of GvE, if you are in the guild at the time of the bet, you will be able to ask to participate in the attack against the tribe.

Q : So on the day of bet, I am in the guild, and between after bet and attack I still can drop and come back to guild ?

A : In the case of the GvG it is not simple, it could work too, if at the time of the declaration of the GvG you are in the guild, you will be able to participate.

Q : So why don't you just add a button for GvG declare and make this whole thing easy ?

A : There will be a button, I promise !

Q : Will there be a dashboard or something to track which outposts are being taken by tribes, which outposts are producing what, etc ?

A : There will be a table to know which outposts are taken by the tribes, yes.
It will be used to put the bets.
But not which outposts produce what.

Q : Sorry, back to the 3 weeks game mechanics. Does that mean we don't need to consider the 3 weeks anymore ?
As long as we are present in guild at time of GvG declare.

A : If you declare a GvG, at this time, there is a list of saved members.
If you leave the guild, you can ask to recover the date of entry in the guild that had been registered.

Q : Can a guild refuse GvG if a smaller guild wins GvE and then get GvG declare ?

A : No, a guild cannot refuse the GvG.

Q : Do I understand it right : a guild can win an outpost in GvE. But then the outpost can be taken away from them in GvG ?
What's the time they are guaranteed the OP ?

A : Or in FvF.
10 days.
And all the outposts become as they are now, eventually.
The clock is ticking and it's time to move on to the last topic.
We will put ''OP refactoring'' back on the agenda for the next meeting.
So let's talk about recruitment.
We are looking for volunteers who want to help write event scripts, or who want to become actors by playing a character in the events we play.
The training is assured, and the entry in the acting is done very gradually to leave time to the recruit to take its marks.
Join us to benefit from this unique experience!
To apply, contact Tamarea exclusively at
We are also looking for volunteers to join the support team to help players in various ways :
- Computer and technical assistance, bug handling, role of tester on the test server, ensuring compliance with the game rules.
To learn more, please see this post : #2.
To apply, contact Tamarea exclusively at
We are looking for volunteers to translate and proofread in-game texts and official announcements in the languages of the game, as well as to proofread texts in these five languages.
Even if you don't have a lot of time to offer, your help is welcome !
To apply, contact Tamarea exclusively at
Our Devs prepare regular patches, and it is thanks to the crucial role of testers that they can arrive on Atys with very few bugs.
That's why we're looking for volunteers who want to give some of their time to help with bugs and test new features under development.
You will be able to help according to your availability and choose freely the tests you want to participate in.
If you have any questions about recruitment, you can also contact me on chat.ryzom, I will be happy to answer them!
That was the last topic for today !
Thanks to all, and good game on Atys !

Edited 19 times | Last edited by Margote (2 months ago)


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

#269 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (May 2nd 2022)

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

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

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.
  • OP refactoring
  • Boss refactoring
  • Offer a subscription
  • Activate DeepL in more ingame channels
  • Recruitment
Last visit Thu May 19 08:36:41 2022 UTC

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