IDEAS FOR RYZOM


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#1 [en] 

Just a few ideas to help the game to be more user-friendly:
- why not allowing a higher zoom level on the map ? The markers are sometimes so close to each other, that it becomes not readable anymore.
- the markers seems locally stored as I do not retrieve my markers on different PCs. Boring when I've spent so much time to locate a material, but the marker is stored on another PC. Why not synchronizing a local and a remote configuration ?
- I would love to create automatically a marker from a selection (creature/mat), with some details: mat (matching flag, name, type, quality, season/weather?), creature (matching flag, name, level).

What do you think ?

#2 [en] 

Great ideas, I would especially like the markers being stored on the server and pulled down for those of us who play on different PC's.

#3 [en] 

Addressing the problem of the markers being stored locally: The character's *.icfg files can be copied between different installations. One can even copy & reuse between installations on Linux and Windows. Personally, I sync my icfg files from my desktop/laptop computers into some online storage ("the cloud"). This sync is best done manually because some of the available sync tools do have a problem with Ryzom changing these files every so often - and sometimes while the sync tool is comparing them for changes.
The files can be found in the Ryzom installation directory, in the "saves" subfolder.

That aside: I agree with having the flags stored on the server, and also increasing the numbers of them. However, this will increase the load on the server proportionally to the number of players logging on, when all of the flags have to be transported to the client. But since the Ryzom data is not stored in one single database anyway, maybe this can be load balanced to some other db.

#4 [en] 

Thanks for the tip about copying config files. However this is really not user-friendly for a general usage.

Indeed this kind of feature should not add an extra load on the server.
First of all, I think it should be transparent for the user to avoid adding another option to the User Interface when it is not absolutely required. Then, this synchronization is not required to occur during game (it could be stored locally while playing). About the amount of data to transfer, it should not be that much, using incremental change. The difficulty relies in properly merging without loosing information (flags added, deleted, modified).
I see 2 sync to manage:
- from host to server: can happen at disconnection (but only if initially up-to-date with the server config),
- from server to host: can happen at login.
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