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#33 Multilingual 

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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)

Edited 4 times | Last edited by Tamarea (2 months ago)

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

tamarea@ryzom.com



Ryzom Forge Wiki

#34 Multilingual 

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Compte-rendu de la réunion de Ryzom Forge - 10 septembre 2018

Wiki Ryzom

Zorroargh (RF) - 19:38 UTC
Le wiki arrive à une bonne maturité à mon avis. J'ai à peu près réussi à voir comment aligner les catégories, les modèles, etc. entre les différents wikis, pour que l'on parle à peu près tous des même sujets.
Bon, j'en aurai encore pour un long moment !
Pour ce qui est de la vie du wiki, je suis heureux de voir que nous avons de plus en plus de contributeurs très dynamiques… Malheureusement, principalement dans le groupe FR. J'espère que d'autres viendront (DE, EN, ES), parce que ce qui fait vivre le wiki ce sont eux, pas moi.
Enfin, je pensais créer une réunion RP (par exemple au Bois d'Almati) pour que l'on puisse discuter librement et longuement du wiki (hors technique : contenu, look, etc.). Faites-moi savoir par izam ce que vous en pensez, s'il vous plaît.

Q : Avez-vous besoin d'aide pour les aspects techniques du wiki ? Mise à jour, extensions, etc. ?
R :
Vous êtes toujours le bienvenu.

Q : Par le passé, j'ai envoyé deux demandes de mot de passe pour aider sur le wiki avec des traductions EN>>DE, je n'ai jamais eu de réponse.
R :
Oui, c'est possible. Nous avons découvert récemment un bogue qui faisait que les réponses n'étaient pas envoyées. Je vous suggère de réessayer, mais s'il vous plaît donnez-moi votre nom et/ou votre CV, quelque chose me disant que vous êtes membre de Ryzom.

Q : Est-ce qu'un canal public sur Rocket vous aiderait à mieux communiquer ?
R :
Pourquoi pas ? La difficulté en RP est le mélange de langues que j'aimerais y voir... Ça ralentit beaucoup la communication. Alors que dans un forum, on prend son temps et TOUT le monde voit et peut participer au même endroit.

JYS, jetons et lots de la Roue de la Fortune, Points Atys

Ulukyn (RT) - 20:07 UTC
JYS
Le principe des JYS (Jena Year Seasons) c'est d'appliquer un patch de contenu à intervalles réguliers, là pour le coup lors de chaque nouvelle année de Jena. Il y aura donc des ajouts tous les 2 mois et demi environ.
Parmi ces ajouts il y aura, pour sûr, des perruques, de nouveaux zigs (petits animaux de compagnie), des peluches et, pourquoi pas, d'autres montures.S'agissant des perruques, l'idée est d'abord de rendre disponibles les coiffures des autres nations, puis d'en ajouter de nouvelles.
Nous mettrons à disposition des tutoriels et avons ouvert un dépôt bitbucket (https://bitbucket.org/ryzom/ryzomdatas) contenant tous les ajouts graphiques que nous avons fait et ferons. Ainsi nous espérons que plus de personnes pourront participer.
Mais les JYS seront également l'occasion de mettre en place de nouveaux contenus à jouer. Certains sont déjà à l'étude et d'autres le seront prochainement.
Les JYS étant calés sur les Jours de l'an atysiens, le prochain patch de ce type sera appliqué en novembre ou décembre (à calculer). Plus d'informations vous seront données ultérieurement... Ou pas, afin de ne pas vous gâcher le plaisir de la surprise.

Jetons de la Roue de la Fortune
Il y aura des jetons basiques à convertir (un ancien contre un nouveau) et à acheter (dans la limite de 500 par jour).
Les jetons fins seront aussi achetables, mais à un prix variable. Au départ très élevé, leur prix baissera avec le temps mais augmentera à chaque achat. Cela veut dire que plus les joueurs achèteront de jetons, plus leur prix augmentera. Inversement, moins les joueurs en achèteront, plus leur prix sera bas.
Les jetons autres que basiques ou fins ne seront pas achetables. Mais ne vous en faites pas : des petits ajouts vous permettront de gagner régulièrement des jetons.

Lots de la Roue de la Fortune
Chaque JYS, vous l'aurez compris, apportera sa part de nouveaux lots pour la Roue.
Sans oublier des jetons spéciaux donnés lors des events HRP comme Atysoël, Anlor Winn, etc. qui vous feront gagner des lots non moins spéciaux.

Points Atys
Pour ce qui est des Points Atys, c'est plus compliqué. Ils permettront d'acheter des objets récompensant la participation aux events et nous voudrions récompenser les joueurs le plus justement possible.
Mais aussi que le système d'achat soit sympa : qu'on ne puisse pas tout obtenir trop facilement, mais que ceux qui participent peu aux events puissent acheter ce qui leur plaît. Et, bien sûr, il faut imaginer des récompenses sympas et drôles.
On a pas mal d'idées (poupées d'homines et homins, par exemple), certaines vraiment originales, mais comme pour la Roue de la Fortune, nous préférons prendre le temps de bien penser les choses.
Donc patience ! Ça viendra. D'autant que les outils pour la mise en vente sont en ligne et en cours de deboguage.

Q : Juste une suggestion… Peut-être pourriez-vous aussi prévoir d'inclure, très exceptionnellement, des jetons dans la dépouille des créatures tuées, afin que les joueurs non avertis tombent dessus par hasard ?
R :
Bonne idée !

Gubani Pourpre et calendrier des évènements

Tamarea (RT) - 21:03 UTC
Le Gubani Pourpre
La dernière partie de la séquence d'évènements « Gubani Pourpre » a commencé au Vide, avec des vapeurs de Goo modifiées afin de ne pas pénaliser les joueurs dans leurs actions (moins de ralentissements et beaucoup moins de dégâts).
La séquence se soldera par l'introduction d'un nouveau Roi Cratcha contaminé.

Calendrier des évènements
Désormais, les évènements RP auront lieu soit le vendredi, soit le dimanche car ce sont les soirs où un plus grand nombre de joueurs peuvent participer.
Ils seront annoncés le plus longtemps possible à l'avance sur le calendrier du WebIG, afin que ceux qui organisent des batailles d'avant-poste puissent avoir connaissance des soirs libres.
Les autres jours, pourront avoir lieu des events HRP (tels que des mini-rois), à raison de plusieurs fois par mois.
Durant les périodes de fêtes IRL, nous continueront à proposer des events HRP permanents.

Q : Des nouvelles des invasions kitines ?

Tamarea (RT) - 21:10 UTC
R : Des invasions kitines, différentes des anciennes, sont en cours de développement, oui.
Ce seront des évènements dynamiques, c'est à dire que l'importance d'une invasion dépendra de votre rapidité à la contrer.
Ce sera à vous de repérer l'apparition de dômes dégueulant des kitins avant qu'il ne soit trop tard !
Je ne sais pas encore s'il y aura des Exterminateurs (les boss kitins des anciennes invasions) parmi les envahisseurs.
D'autres évènements dynamiques sont également en préparation. Exemple : un PNJ d'une cité quitte son poste pour aller demander de l'aide, et tout joueur peut accepter de lui rendre service.

Clôture (recrutement de CSR)

Tamarea (RT) - 21:22 UTC
L'équipe d'Assistance recrute !
Pour en savoir plus, veuillez consulter ce sujet : https://app.ryzom.com/app_forum/index.php?page=topic/view/22047/1

Edited 4 times | Last edited by Nilstilar (2 months ago)

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#35 Multilingual 

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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

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

tamarea@ryzom.com



Ryzom Forge Wiki

#36 Multilingual 

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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.

Last edited by Tamarea (2 months ago)

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#37 Multilingual 

Multilingual | [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

Last edited by Tamarea (1 month ago)

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

tamarea@ryzom.com



Ryzom Forge Wiki

#38 Multilingual 

Multilingual | 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

Last edited by Kyriann (1 month ago)

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