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#143 [en] 

Gidget
... but to feel that there is an active dislike of non-EU players.

Hi Gidget,


It's not a "dislike of non-EU players"... It's rather a time range issue - even rather a lack of time at all.


Most of people from the team are volontiers. Some of them are working (night for US).
I am French, I am in France - no time range issue - and I feel like they need help... but the fact is: it's not easy to help them...
The code is very complex: when you touch here, it break there... and worse I heard that some (volontiers) dev players used the code to cheat :/

Only homins who know very very well Atys can help.
It gives me the impression that the game is held together with bits of string and a piece of tape.

But I don't see any "dislike of non-EU players"...

The series of "Please wait" (at 5 am French time) is still ongoing ?

---



Mon profil sur le wiki Francais

https://fr.wiki.ryzom.com/wiki/Utilisatrice:Craftjenn


Craftjenn, Ranger

#144 [en] 

Bubbason
Why would the agenda be any more or less full if the meeting time was scheduled to accommodate non-EU players?

#RyzomSense

I think Tykus means their calendar is too full, not the agenda for the meeting - which is how I read it at first and I think you did too Bubbason.

I also would much rather this had been on a weekend as, predictably, I was unable to make it last night due to work. Please can the next one be arranged for a weekend? Fix it in the diary now?

#145 [en] 

IMHO the meeting should be held by the support from NA.
don't understand why it isn't the case yet, been a while the server's merged.

You do one meeting with the EU support, and same day a meeting with NA support + (optional) EU that do not sleep yet.

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#146 [en] 

Craftjenn
Hi Gidget,

It's not a "dislike of non-EU players"... It's rather a time range issue - even rather a lack of time at all.

Most of people from the team are volontiers. Some of them are working (night for US).
I am French, I am in France - no time range issue -
Are you saying the majority of the team work at their day jobs on Sundays? I mean, I've worked a lot of weird schedules before in my life, but I find the odds of that rather unlikely considering how many cultures consider Sunday a day of rest. In fact, a little research into French labor laws lowers the odds even further.
Craftjenn
... but the fact is: it's not easy to help them...The code is very complex: when you touch here, it break there...
Naturally. That is how code works.

But it's not entirely coding; you need a goal to code towards. Part of the reason for dialog is to find a middle ground between what the design team wants and what the code team says is possible. There's some game design elements, and you don't need to be a code monkey to have ideas about game design. Ideas some may want to discuss in real-time with those that may be able to refine and/or implement those ideas but can't.
Craftjenn
Only homins who know very very well Atys can help...
I will give you the benefit of a doubt, but how that came across was that you are saying that anyone who can't even read most of the lore because it is in a language we can't read and has not been translated cannot help and thus need not be considered.

Think about the implications of that. Think how nationalistic that sounds, and ask yourself it that is the image you want to continue to project. (I say "continue to" because I am far from the only one who thinks that.) Then ask yourself how much has happened over the last 7 years to make people like me have the views that we do. Think long and hard. And while you're thinking, read my sig-block a few times and realize that I am speaking for more people than just myself.
Craftjenn
But I don't see any "dislike of non-EU players"...
I am not saying there is outright malice. In fact, I doubt there is any ill intent. But a lot of folks who never experience racism deny it even exists because they were never on the receiving end. They don't realize their privilege, or the damage they do by perpetuating bad behavior.

Do you see how, "Only homins who know very very well Atys can help.", is insulting? Whether you see it or not does not change the fact that it is. And continuing to have the meetings at a time that excludes those that already feel insulted is just rubbing salt in the wound. If that is not the intent, then lets work towards a compromise that makes it feel like Ryzom is more of a global game by admitting that the EU is not the only place that has good ideas, coding skill, or opinions that matter.
Revvy
IMHO the meeting should be held by the support from NA.
don't understand why it isn't the case yet, been a while the server's merged.

You do one meeting with the EU support, and same day a meeting with NA support + (optional) EU that do not sleep yet.
Honestly, a great compromise. If moving the meetings to a day that most people on both sides of the Atlantic have off isn't practical, then multiple meetings would work.(I still wonder what it is about Sunday evenings in the EU that's more important than the ability to pay rent or eat is for us that makes moving the meetings impossible, but c'est la vie :/) My only worry there is that enough damage has been done over the course of a number of years that a lot of NA folks won't even bother since they've been so conditioned to being ignored. I would love to be proven wrong on that though.

---

Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

#147 [en] 

Yes it would be nice to have meetings in other time frames. But to compare the absence thereof with racism is a bit overdoing it as usual.

I'm sure Ryzom Team loves Americans as much as we all do, but understand that the Ryzom Team is mostly volunteers in EU time. Don't expect them to sacrifice their little non-ryzom free time (Sundays? please -_-) to please you. It is how it is, don't take it personal.

The reality is you're playing a game with a mostly EU support team and with insufficient human resources to hold +24 meetings (one for each time zone). Sorry to break it to you.

Thanks for the giggles.

Last edited by Victoriacamper (5 years ago)

#148 [en] 

Bubbason
Why would the agenda be any more or less full if the meeting time was scheduled to accommodate non-EU players?

#RyzomSense

Because most of the ryzom team members are from EU timezone, they give their time as volunteer, and is diiffcult to program meeting when they are sleeping, but please, if you are in US timezone, join us, and maybe we will be able to change thinks :)

#149 [fr] 

So you are asking people that can't come to come before thinking about changes on your side?

#150 [en] 

Tykus
Because most of the ryzom team members are from EU timezone, they give their time as volunteer, and is diiffcult to program meeting when they are sleeping, but please, if you are in US timezone, join us, and maybe we will be able to change thinks :)

Are you willing to pay our rent and feed us? Not all of us enjoy the luxury of being able to take Mondays off from our day jobs. If you had to choose between Ryzom or survival, which would you choose? It's not a matter of wanting change, but of necessity.

Why can't the meetings be moved to Sundays around 1900 UTC? Same time, only on a day when those in the NA time zoneS (yes, plural; there's a 3 hour difference between our coasts) are not stuck at work/school.

---

Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

#151 [en] 

In all honesty whether you attend the meetings or you do not, the end result is the same.

*points at the OP discussion a year and a half ago*

Last edited by Maupas (5 years ago) | Reason: Fixes of FR text

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#152 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report - September 30, 2019

Agenda
1 - Review of the celebrations of Ryzom's 15th anniversary
2 - Progress of projects under test
3 - Coming soon: Launch of Season 2 of the Storyline

1 • Review of the celebrations of Ryzom's 15th anniversary

Tykus, 19:39 UTC
In order not to put the current projects on hold for several weeks, we have chosen to reuse the 10th-Birthday island. What we didn't anticipate was that in five years the ARK has changed a lot, so we had to rewrite a number of scripts with the new code (thanks to PtitBill!). As we also had to add the Ranger Camp which did not exist five years ago, we were limited in time. Ryzom's 15th anniversary certainly did not have the dimension it deserved, but the teams mobilized, in particular the Event team to animate this event, and the Infographics team to create the cake (Aileya) and the “confettis” effect (Xelios). Lessons have been learned and a debriefing took place internally, to better anticipate future events. If you have some question, I am listening :)

Q: The flaming wood is no more in the special bag.
A: That's normal. It was a one-shot element. It has been removed as planned when we switch to the new server.

Q: I know olds days are gone, but, if I may, I would say the 15th birthday event is a failure. I knows that's not very pleasant, but it has to be said... I have been much disappointed of the flop, and by events themselves. The only fun was in renames.
A: We are aware of the problems, but saying the game is no longer the one of yesteryear goes too far… Even if it is partly true (it has evolved quite a bit) :)

Q: I don't really have any questions, but as a player-payer, I have to give feedback. There is nothing worse than looking at your belly button and saying "Everyone is happy".
A: We have never said that, Azileth. That you are disappointed, we understand it. We are too. But you ought to have a global vision of things... That is to say, if the 15th birthday events were not sufficiently prepared, that's because, as there are many things in progress, we have run out of time…
Imotep, 19:56 UTC
I fully agree with Azileth. Why organizing events whom you can get some rewards, if these are removed afterwards? These rewards are the little bonusses which make the difference whith the players who never participate to events. And if rewards are interesting, they could attract more players in future events. Same for old titles given again several years after their first award. By doing so you devalue them.

Q: What about the addition of a dynamic durability bar, which would reduce according, in real time, to the wear and tear of the item? Would that be easily built ?
A: This is an idea for the forum!

Q: Be able at one's convenience to enable/disable the tooltip which pop on the taskbars items (nor beautiful, nor useful) and also to disable the user channel, is that possible?
A: Yes you send us a ticket about it... It's true that these popping tooltips can be embarrassing… But we're getting off topic.

Q: I am a bit confused about the titles of old... In what way do they get devalued if given again in latter days? Unless of course they are very particular to those very times?
A: Some titles were given to players who have been part of the beta testers, and could have been won later, as rewards for participation in some event; that's what Imotep wants to talk about… But that's not the point here either.
Soleya 20:12 UTC
I understand Imotep and Azileth's points of view, but I still wanted to thank and congratulate the teams in charge of the events of the 15th birthday. Everything didn't go as planned, but I still had a great time with really nice people :)
Imotep, 20:15 UTC
I didn't say 15th Birthday was bad, just that I didn't like it. That'all.

2 Progress of projects under test

(Daily missions, Outpost battles refactoring, Ranged weapons, DeepL)

Daily missions

Tykus, 20:17 UTC
The tests are still ongoing, some fixes still need to be coded. We will publish a manual to answer any questions you may have.

Q: Do we know when this will be available in game? Do we have an idea about release date ?
A: The task is ASAP, to be completed as soon as possible. Not for now.

Q: What kind of rewards will we be given?
A: We are building the system that gave implication points so that we can propose new items that can only be won with these points. So, fill up! We will add nice things later.

Q: Why always adding semi-finished things? For instance, these unuseful "points" but which will, maybe, become useful later, when you will add other "things"?
A: We don't add halfway, we make the additions in stages... Then, that depends on how we talk about it...
Soleya, 20:31 UTC
Unuseful points? Implication points are already useful, huh! They can be used as faction points, by the same NPC!

Q: Will there be any level or fame prerequisites to perform these missions?
A: There will be a filter system, which will allow you to select the missions you want to fill and those you don't, the fames you want to increase and those you don't want to be reduced; you will also be able to select the “occupations missions” you are interested in. Then the system will propose you a number of missions per day according to your personal filtering.
(Note: See Ryzom Forge meeting report - 24.06.2019 for more details)

Outpost battles refactoring

Tykus, 20:38 UTC
The system is ready, but we still need testers to balance the feasibility (not too hard, not too easy). So if you are interested: https://chat.ryzom.com/direct/Tamarea
Mithian, 20:41 UTC
We started the testing on Yubo (the Test&Dev server) of the new outpost battles system (as a reminder : one phase only, lasting one hour). We have to test that in order to balance it. During our first test, we tried a pop rythm two times higher than the one used on Atys for now. Then, as we have no more outpost battles every day, we had a test on Gingo (Test server, whose operation is more like Atys) for us to have an idea of how it would work in real. The next steps will allow us to determine the right rythms of pop of NPCs. For the outpost battles to be more dynamic (that's the goal) but not too easy to win. In order to test high rythms, we need more palyer-testers. So, Is you are interested, you can send a /tell or an email to Tamarea.
Ulukyn, 20:46 UTC
On Yubo, the rythm has to be reduced then. But duration was set to one hour.

Ranged weapons

Tykus, 20:56 UTC
This addition takes time, you have to make these weapons attractive without making the rest of the game obsolete. A new test session is about to start; all the necessary tools are created to finalize the settings. Riasan (and Ulu) created some tools which allow the spawning of all the materials needed for testing.

Q: That means I will soon be able to use my gun whithout shamefully die? To make ranged weapons evolve is a good idea, but what will be the average level of damages? When comparing to melee or magic damages, I mean.
A: Yes, the purpose of this change is to compensate for the fact that to increase the shooting levels you have to drill: it is quite constraining. In addition, despite this disadvantage, the ranged weapons did not have enough impact to be interesting for all the activities of the game :) We changed the damages, activated the bonuses (which until then were not taken into account), readjusted the ranges. Basically, using materials other than choice for ammunition will become interesting :) We also changed the space required in bag for some ammunition and increased the rate of fire.
Azileth, 21:08 UTC
That would be great if I could defend thanks to something else than axe or magic!

Q: What about the Ranger Rite which is out of order for 15 days now?
A:[\b] We're talking about ranged weapons here:) But I'll see that after the meeting?

Q: My question is about the digging of material for ammunition crafting and more widely digging in general. To be kamist should give you an advantage when digging : peace. But is it so, actually? I am not speaking of real advantage, but of differents styles of digging according to your faction regarding stability... And, as far as equality between factions is concerned, we could mention the Marauders teleports...
A:[\b] I can't answer this question. Kamis don't like it too much that we drill on Atys, but a reasoned drilling is appreciated… But not so far as to give an advantage for that...

DeepL

Tykus, 21:17 UTC
Phase 2 of the “development work for DeepL to manage translation between game channels and chat.ryzom.com”, is currently underway. This is only for information: I don't know more about. But maybe, soon, automatic translation will be available in this channel for RF meetings? That would be great :)

3 Coming soon: launch of Season 2 of the Storyline

Tykus, 21:21 UTC
The various teams continue to prepare for Season 2, the first episode of which should begin in January.
Each episode, which will advance the ongoing Atys Planet History, will include a series of events played and scripted and will end with a permanent gameplay addition. The current projects are largely integrated into Season 2 (Dynamic Events, Pocket worlds, Collections, Boss in a Box, Nexus Reloaded, Marauders' map and gameplay…), even if some of them, which cannot be integrated, will be implemented in parallel (outpost battles refactoring, rebalancing of ranged weapons). We are not yet revealing the themes of this Season, so as not to spoil for you the pleasure of surprise!

Q: I would like to know more about the Marauders gameplay which will comme with Season 2
A: For a start, the first element will be the island, where the Marauders will have a camp and a map of their own. This will be introduced during a series of roleplay events. For the following nothing is really planned yet .
(Note: See Ryzom Forge meeting report - 24.06.2019 for more details)

Q: What is the theme of this season?
A: There is no specific theme but a series of events and additions. But I won't tell you any more at the moment: I'll let you discover all this in January. For now, let's make way for Anlor Winn and Atysmas :) The end of the year is always busy.

Q: What do you mean precisely by “Nexus Reloaded”?
A: The Nexus Minor will be the scene of change, of activities for guilds, but I'm not telling you more :)
(Note: See Ryzom Forge meeting report - 24.06.2019 for more details)

Q: How so many OOC events while RP events are so rare?
A: OOC events are calendar-driven, they are unavoidable (Christmas, Easter, Halloween...), while RP events require a longer time of preparation. But the Storyline will allow us to have a more substantial calendar for the latter :)

Q: Yes. But we are not compelled to hold an entire month for each of them, are we?
A: For it to be tested properly, yes we are. As for them, RP events require people to play and it's sometimes complicated :) In addition, it is the same team that participates in RP events and leads OOC events :)

Edited 10 times | Last edited by Maupas (5 years ago) | Reason: Fixes in EN text

#153 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (October 28th, 2019)

Date: monday, October 28th, 20:30 UTC (21:30 CET)

Meeting places:
  • Atys, on the public channel Forge (open the WebIG (Ctrl+W) and click on the "RF" button next to the language flags)
or
  • chat.ryzom, channel #pub-forge (https://chat.ryzom.com/channel/pub-forge)

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
  • État d'avancement des projets en cours
  • Mise en lumière : projet Storyline

Last edited by Tamarea (5 years ago)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#154 [en] 

Tamarea
Date: monday, October 28th, 20:30 UTC (21:30 CET)

Will there a second meeting at 02:30 UTC so that there can be some real-time communication between continents for once? I mean, I know moving the day of the meeting is impossible because the dev team and volunteers works on Sundays and has Mondays off, but it would be nice to feel (for once) like Ryzom is meant for more than just one nation.

---

Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

#155 Multilingual 

Multilingual | English | [Français]

Compte-Rendu de la réunion de Ryzom Forge – 28 octobre 2019

État d'avancement des projets en cours

Évènements d'Anlor Winn

Tamarea (RT) – 20:37 UTC
Les évènements HRP d'Anlor Winn débuteront le jeudi 31 octobre 20:00 UTC et se termineront le lundi 11 novembre.
Nous réactiverons pour l'occasion le décor ainsi que les évènements spéciaux (Le labyrinthe périlleux, Sus aux citrouilles !, Zombies yubos) et vous proposerons divers petits jeux.
L'annonce est disponible ici.

Q : Est-ce que le patch sera appliqué à 20h00 UTC (21h00 CET) ?
R :
Un peu avant : 17h00 UTC (18h00 CET).

Q : Que gagnera-t-on ? Des jetons Anlor Winn ?
R :
Oui. Et leur nombre dépendra du nombre d'évènements que vous suivrez !

Q : Les évènements seront-ils les mêmes que ceux de l'an dernier ?
R :
Oui ce seront les mêmes. Mais nous avons changé les emplacements, ainsi que les chemins du Labyrinthe.

Refonte des batailles d'Avant-Poste

Tamarea (RT) – 20:48 UTC
Nous en sommes à l'équilibrage nécessité par la réduction à une heure de la phase d'attaque (calage du nombre de rounds, d'escouades, etc.). Nous passerons ensuite au retrait de la phase de défense.
Afin de tester avec plus de personnages, les tests finals seront menés sur Atys.

Intervention divine : À ce propos, le minuteur des batailles d'Avant-Poste (nous en livrons une en ce moment) n'est toujours pas revenu.
R :
C'est noté !

Équilibrage des armes de tir

Tamarea (RT) – 20:52 UTC
Le dernier test, effectué en JcJ sur un Avant-Poste, a montré que les valeurs ont été trop augmentées, si bien que les armes sont trop... efficaces. De nouveaux tests auront lieu sous peu.

Q : Peut-on encore rejoindre le groupe de test des armes de tir ? Si oui, j'en suis !
R :
Oui, bien sûr ! Nous manquons toujours de testeurs d'armes de tir ! Et d'accord, c'est noté !

Divine Q : A-t-on des nouvelles à propos de la Guerre des Temples ? Ou bien le projet est-il complètement mort ?
R :
Ce projet (tel que décrit à l'époque) n'est plus d'actualité depuis plusieurs années.

Missions quotidiennes

Tamarea (RT) – 21:00 UTC
Les tests sont presque terminés, il ne reste quasiment plus que des bugs mineurs à corriger et des traductions à compléter.
L'implémentation en jeu est prévue pour juste après Anlor Winn, vers mi-novembre.

Prochain numéro de Behind the Scenes

Tamarea (RT) – 21:03 UTC
Sa sortie est prévue en novembre.

Nouveau système de facturation[/i]

Tamarea (RT) – 21:03 UTC
Un nouveau système de facturation est en développement. Ulukyn viendra vous le présenter lors d'une prochaine réunion.

Nouveau site web[/i]

Tamarea (RT) – 21:04 UTC
Le nouveau site web de Ryzom est en cours de création. SirCotare viendra vous le présenter lors d'une prochaine réunion.
Son lancement est prévu avant la fin de l'année.

Q : Plus de précisions sur ces sujets ?
R :
Pas aujourd'hui, mais vous en saurez bien plus sous un mois, puisque ces sujets auront une place prépondérante dans l'ordre du jour des deux prochaines réunions (voir le sujet « Mise en lumière de… »)

Q : S'agissant du site web notamment : est-ce ce que vous nous avez déja montré ?
R :
Non. Nous sommes repartis sur autre chose, avec SirCotare comme WebDev. Le lien vous sera donné durant l'une des deux prochaines réunions.

Mise en lumière : le projet Storyline

Objectif du projet

(Tamarea (RT) – 21:12 UTC)
Afin d'améliorer votre expérience de jeu, il nous faut vous offrir un jeu vivant avec des events réguliers et variés, mais aussi un gameplay soigné et enrichi par des ajouts réguliers de nouveautés.
Or, notre petite équipe ne nous permet pas de travailler avec les ambitions d’une grande société.
Aussi, nous avons choisi de nous « poser » et de tous nous recentrer autour d’un projet commun : la Storyline.
Celle-ci servira de base roleplay permettant de déboucher sur du contenu gameplay, en privilégiant le contenu déjà en cours de développement et en en profitant pour terminer une partie du gameplay en jeu depuis des années mais inachevé.
Ainsi, le projet Storyline a pour ambition de rendre le jeu plus vivant et intéressant et donc d’agrandir notre communauté, ainsi que de redynamiser l’équipe Ryzom en mettant bien plus rapidement en jeu les ajouts sur lesquels elle travaille.
La philosophie qui sous-tend cette approche est, plus que la simple conservation de l'actuelle communauté éclatée, son rassemblement et sa transformation en communauté façonnant (et façonnée par) les events, où tous peuvent se réunir pour le plaisir.

Principe du projet

(Tamarea (RT) – 21:17 UTC)
Tous les events joués depuis les débuts du jeu jusqu’à l’achèvement prochain du « Bouclier de l’Empire » sont désormais regroupés sous le nom de « Saison 1 ».
La prochaine saison, dite « Saison 2 », aura deux thèmes principaux que je garderai secrets afin de préserver la surprise.
Les deux thèmes seront joués en alternance, chacun en plusieurs épisodes. Chaque épisode débutera par un event joué par l’Event team, se poursuivra par une série d’events joués et scriptés, et se concluera par un ajout gameplay permanent.
Les thèmes choisis pour la Saison 2 vont permettre aux développeurs de terminer une partie du gameplay inachevé : Pocket Worlds (Éditeur Scénographique, Îles de Guilde), Kitinière, Gameplay Maraudeur, Métiers (avancés), Implications...
Ils leur permettront aussi d’implémenter en jeu plusieurs projets en cours de développement : Nexus Reloaded, Collections, Rois en boîte, Nouvelle carte Maraudeurs, de nouveaux Events Dynamiques...
Parce qu’ils déboucheront sur des ajouts gameplay permanents (dépendant en partie des actions des joueurs pendant l’épisode), les events et le jeu de rôle y gagneront en intérêt.
Le lancement de la Saison 2 est prévu pour janvier 2020.

Recrutement

Tamarea (RT) – 21:25 UTC
L'équipe Comm-Marketing s'agrandit grâce à trois nouveaux membres :
• Margote pour s'occuper des broadcasts ;
• Drumel et Mideo pour créer des vidéos.

Edited 7 times | Last edited by Maupas (5 years ago) | Reason: Unresponding link

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#156 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (November 25th, 2019)

Date: monday, November 25th, 20:30 UTC (21:30 CET)

Meeting places:
  • Atys, on the public channel Forge (open the WebIG (Ctrl+W) and click on the "RF" button next to the language flags)
or
  • chat.ryzom, channel #pub-forge (https://chat.ryzom.com/channel/pub-forge)

 

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

#157 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report – November 25th, 2019

Status of ongoing projects: Range weapons

Tykus (RT) – 20:38 UTC
The balancing of the range weapons is very advanced. It is however difficult to test because it is necessary to have access to raw materials, and especially it is difficult to reproduce the conditions of the Atys server (Outpost battles, PvP, hunting). That's why we chose an alternative solution, to make sure that this branch takes its place in the gameplay again, without making the magic and the classic melee obsolete. Make no mistake, the change will have a significant impact on the armed strategy, but it should not make your master axe level unecessary.
We have therefore planned a three-phase implementation:
   • addition of basic ammunition to the gun dealer, patch of the modification of the space taken by the ammunition in the bag (bulk);
   • patch of the modifications tested on Outpost battles and evaluation on Atys (a topic will be created on the forum to collect your feedback);
   • final adjustment patch after analysis of forum feedback.
We do not yet have a precise timetable for these phases, but we will communicate them later.

Q: In the absence of a schedule, do we know what the main changes to the shooting are?
A:
it is a general balancing, the purpose of these modifications was to improve the attractiveness of the branch, which already suffers from the obligation of drilling and crafting to level and, most of all, from the fact that some weapons were clearly devalued, even obsolete.
It is difficult to give details of the changes: everything (or almost everything) has been moved. But not weapon by weapon, rather as a whole.


Q: So no modification of the proper operation of the shooting, but rather power adjustments?
A:
Power, range, firing rate, ammunition weight and also activation of bonuses on weapons and ammunition that have been inoperative until now.

Q: So, the materials will have an influence on the performance of the shooting?
A:
Much more than before, yes. The use of excellent and supreme materials, until now useless, will become interesting as a result.

Q: Will it be easier and faster to practice with the new shooting system than with the old one?
A:
Easier, yes. Because you will be able to buy ammunition from the merchants (“basic” ammunition but sufficient to level in the branch).

Highlighting: New website ⇒ https://cloud.ryzom.com/s/j78HypWGPjssdcH

Please take time to read the above document.

Cotare (RT) – 21:06 UTC
We've been working on Ryzom's new website for quite a while now. It will replace the old website on www.ryzom.com some time in december. We have come along pretty well and we want to show you a preview and ask for your opinions.
A few more words: the preview is not yet translated and therefore will only show english text. Also, some links (especially to account-management, signin, registration, etc.) are not yet functional. The "events" section is not yet fully functional too and shows placeholders.
So, let's have a look together: https://ryweb.larboard.net/
For those who are joining us ingame: you'll have to use your regular webbrowser to visit the site. It is not available in Ryzom's ingame browser.
Now, feel free to ask questions and give us your suggestions and other feedback.

Q: Do the forum links point to the new version? Will they be modified to point to what we see there?
A:
What you see there was a test to see how the header and footer of the new website could look on the old WebIG. The links will be put on the forums when the website goes live.

Q: Nice work. I only find the size of some fonts too large, perhaps because of the resolution of my screens. Are these sizes definitive?
A:
The page is optimized for full hd, which you are using, so that should not be an issue. The page also responds to smaller screen sizes and should work on tablets and phones too.
However, I will take a look at it and tinker with the sizes a little bit. Maybe you're right.


Q: Will the new site be tested by the Test Team before release online (December is close and testing take some time…)?
A:
I do realize that. I am currently working on administrative tools so the website can be translated and filled with actual events and news.
As for the testing part, nothing is scheduled yet, but a meeting with the Test Team, Cotare, Ulukyn and Tamarea will soon be held to discuss it.


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