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#190 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report – June 22th, 2020

1 - DeepL

Tamarea (RT) – 20:12 UTC
This is the last time we have to translate on this channel!
Indeed, I am pleased to announce that before the end of the week, DeepL will automatically translate the Ryzom Forge channel, but also the regions (including Silan) and the Universe!
The translation of the universe and RF channels will also work between the game and chat.ryzom.com.
The original version will be viewable:
• from the IG, a flag will indicate the original language and the untranslated sentence at the cursor's passage;
• on RC, there will be one channel per language, and you will join by default the one of your client's language. Of course you can open the other language channels if you wish; the message in the original language will be displayed via a link.
The next step will be to translate the faction/nation channels.
Then we plan to translate the league channels.

Q: What about guild channels? Some guilds host members of many mother tongues, so I think that would be useful for those who don't understand Spanish for example; or for those who speak spanish only (not everyboby is good at languages) but would want to join a guild among the biggests (which are not only english-speaking ones).
A:
We're going to go in gradually to see if everything is going well. Then we'll see if we add other channels as needed. But you raised a good point : I'll get the request back to Devs.

Q: What about the private security issue of sending our datas to DeepL? Do you have any contract with them?
A:
Yes, we have a contract with DeepL, which scrupulously adheres to the GPRD. Moreover, we only transmit the text, not the sender (and at the moment only on public channels).

Q: Considering the many potential translation errors, could you, please, add a functioning and user friendly way to deactivate automatic translation for RF and all channels translated by DeepL? The current command is not easy to find or use and would be perhaps be friendlier as a checkbox in the user interface… Same request for the joint dysplaying of the original and its translation.
A:
The option to disable DeepL on a channel will be added on the second upcoming patch.

Q: Will only official Ryzom languages be translated or others as well, such as Italian?
A:
Only the official languages of Ryzom at the moment, because the DeepL language detection is not yet ready and we have not yet implemented another way to choose the language to be translated. But this may evolve.

Q : How much does Winchgate pay DeepL per month for this feature?
A:
 For more information, see https://www.deepl.com/pro#developer .

2 - Storyline

Tamarea (RT) – 20:48 UTC
The continuation of the Storyline will begin before the end of the week, with the arrival of two new missions to the Nexus: one hunting and one drilling.
This scripted event will then be followed by… I won't tell you what, followed by... I won't tell you what either ;)

3 - Next patch

Tamarea (RT) – 20:52 UTC
The next patch will take place on June 25th, to implement the following.

Fixings
• Fixed outpost history information
• Fixed ranger circle optic and missing translation
• Fixed lot of Translation issue
• Fixed : Rewriting Ranger Aspiration Mission
• Added option in Daily Mission : Player can replace any non-occupation mission by another random (limited to 4 uses)
• Fixed an issue in Daily Mission where sometimes a same occupation can appear twice.

DeepL in game
• Added translations to Universe, Region and Forge
• Removed all language channels (uni-en, uni-fr, uni-es, uni-de, uni-ru)
• Added flags to see the original text and lang
• Added (ticky task!) anti-spam system to prevent duplication of same text

DeepL in Ryzom Chat
• Removed #pub-uni
• Removed #pub-forge
• Added #pub-forge-XY
• Added emoji flags and links to see the original text and lang
• All #pub-uni-[fr, en, de, es, ru] are linked to ingame Universe
• All #pub-forge-[fr, en, de, es, ru] are linked to ingame Forge

This patchnote has just been written and is not yet corrected or translated, but I wanted to share it with you during the meeting.

Q: Aren't you worried that some players may no longer use the Universe Channel? Currently (and most importantly) EN/DEs use the general Uni channel, and FRs use the Uni channel FR. Wouldn't it be better to keep these two channels?
A:
Since everything will be translated, keeping the uni FR in addition to the Universe would not be helpful. Besides, if we did that, why not keep the uni DE, ES, RU as well? The implementation of DeepL is not simple, and we wouldn't be able to handle special cases. There must be only one Universe channel for translations to be managed properly.

Q: This is not the point (the DE/EN/etc. Universe does not use DeepL, by definition). But, if other requests for keeping a specific static channel (a replacement dynamic channel would be less user-friendly) arise, would it cost much to satisfy them?
A:
I don't have an answer tonight, so we'll have to talk about it later if you don't mind.

4 - Multiboxing

Tamarea (RT) – 21:38 UTC
The change originally announced, i.e. a limitation to 2 accounts connected simultaneously, was only intended to limit the number of multiboxers *using third-party software* to play. Indeed, as we had no reliable technical means to confuse them, we were unable to enforce the Code of Conduct and this led to tensions between players, mixed with a strong feeling of impunity. Limiting the number of simultaneous accounts to 2 seemed a simple but effective way to solve this problem. It is now clear that we had underestimated the other consequences of this solution.
I would like to make it clear that although Tykus was the spokesperson for this decision, as he and I take turns chairing RF meetings and it was his turn to do so, this is neither a request nor a decision by Support. If Tykus is indeed the head of the Support team, he is my assistant too and it is in this capacity that he communicated on this project.
This announcement, which was aimed exclusively at restricting breaches of the Code of Conduct by those using third-party software, and thus reducing the feeling of gameplay impunity, highlighted another fundamental problem related to multiboxing itself. I admit that the title of the topic ("Multiboxing") didn't help.
Following this announcement, many of you have indeed expressed your discomfort because of the authorization on Ryzom to connect 4 accounts simultaneously, mainly because of the feeling of gameplay injustice of those who don't use several alts, but also because of the impunity of multiboxers suspected of violating the Code of Conduct.
Just as many of you have expressed your indignation at the announcement of the limitation of multiboxing to 2 accounts connected simultaneously, mainly evoking the intolerable curtailment of freedom so dear to Ryzom.
A regrettable rift between the two camps ensued.
My role is not to decide and designate a winner, but to hear both sides and propose a solution that is both acceptable to all and meets our initial objective. As much as a meaningful decision is certainly necessary, it is also necessary that it should not further divide you.
The reason I have taken so long to come back to you is that it is far from simple. It means taking the time to read and understand everything, to look for solutions, but also to eliminate some of them after finding that they are not feasible. This is the case for those involving a gameplay limitation of the number of accounts connected simultaneously. However, without this physical means of control, it is useless, even counterproductive, to impose any limitation. Indeed, what would be the point of modifying the Code of Conduct if no control tool allows us to enforce it?
This is why the initial solution, to prohibit the use of more than two alts at the same time, was not viable in any case, even if it had not generated very strong reactions against it.
On the other hand, it's clear that we need to limit the gameplay impact of using multi-alts during the game's "sensitive" activities: outpost battles, hunting bosses, hunting marauder bosses, scripted events. To this end, the best possible solution to date is, in our opinion, the following:

• Limiting multiboxing to 2 accounts connected simultaneously during outpost battles, on bosses, marauder bosses and during scripted events (limitation on the gameplay level during the Storyline's scripted events).
• Tolerance of multiboxing up to 4 accounts connected simultaneously in other cases: setting up levels, roleplay...
In all cases, the use of third party software to control simultaneously connected characters is of course forbidden.
During outpost battles, bosses and marauder boss hunts, in case of abuse send to Support a screen showing more than 2 alts present simultaneously.


This transitional solution is not perfect and does not solve the problem of using third-party software, but seems to be a viable compromise between the demands of both sides: freedom is preserved when it does not cause a strong gameplay injustice.
We will be able to make this solution evolve when gameplay allows us to do so, remaining of course open to your ideas.
By the way, when I presented this solution to the Ryzom Team, it brought out some very interesting suggestions of gameplay limitations that we are currently studying. Thus, as the gameplay changes, the limitation of the use of alts on OP, bosses, marauder bosses and scripted events will be done on the gameplay level and not manually anymore.
What's your opinion on this compromise in order not to get bogged down in the current situation, knowing that we'll make things evolve, in consultation with you, as gameplay changes occur?

Q: I would like to ask for clarification about "bosses". Does this include nameds?
A:
No, bosses only.

Q: When will this change be implemented?
A:
From the day the Code of Conduct is amended, it must be enforced.

Q: Will there be some allowance given us to propose adjustments of the new rules?
A:
(New display of the rules in question)

Comment 1 : I just wanted to give my feeling about the "freedom" mentioned in your text: for me, it is the freedom of roleplay and not the right to "do what I want" put forward on the forum by some people, who cry and shout about the abuse of power as soon as they are forbidden to do something.

Comment 2 : You just making your life harder, dear Ryzom Team. You don’t have the ressources to guarantee the good establishment of this solution. You could of have saved these efforts to add something to the game instead. Being bold about the decision and either limit alts to 2 or not is far more beneficial to the game than these semi solution intended to make everyone happy where in reality it makes things worse.

Q: This is going to be a little off topic, but what about, even though Ryzom is old now, advertising Ryzom? I haven't seen an ad for it since I decided to play it back in December 2004. Maybe we won't feel like we need alts if there is actually players to play with?
R :
We are starting an advertising campaign and plan to increase our visibility in the coming months.

Q: How is the alt limit on OPs going to be policed?
A:
The control will be done after ticket with screen. As the use of 4 alts is a tolerance, in case of a breach on OP the general use of the offending player will be limited to 2 counts at the same time only. What remains a playable situation (transfer between GH and leveling still possible).

Q:Why not ban alts completely from OPs (what was the logic for 1 alt)?
A:
If we limit to 0 alt, it supposes that in case of infringement we will have to limit to one character at the same time. The penalty being heavier, it is more difficult to apply.
So don't forget that we are talking about tolerance and not about the right to play 4 alts at the same time; and that Support will be able to apply a restriction to 2 accounts if it deems it necessary, in case of abuse or gameplay penalty of other players.


Q: Would there be a way to cap OPs or Player limite to events like you have for Pei / Dante? Because if it becomes indeed very hard for those who are now outnumbered in PvP, I don't want to do without multiboxing for EVP.
A:
It's a pertinent idea, but one that requires reflection.

Q: Can't you adopt a rule (which I think would be a real compromise) imposing only one character per IP address when it comes to PvP? (Except for households that have provided proof that they have multiple players.)
A:
Yes, the idea is a good one, but technically difficult to implement.

Comment 3 : * [Player] suddenly became aware of his age and is finally very tired * (Considering the choices made about multiboxing, I'm switching my two accounts to F2P - knowing that one has hardly ever been used. Consider them parasites and ban them whenever you want).

Q: So what if I were to have my stepdad log in 2 of my accounts and use them to heal me in wars and for NPC bosses from his laptop? Would that be ok? Also I would just like to point out that this decision is only catering to the loud voices of a few who dont like losing, and will punish about 6-12 players in total (half of whom dont show up to OP battles anyway) for no reason at all. Payers who have put years of work into developing characters. You are legitimizing an unfounded complaint against us that we create an injustice where there is none. Players who for the most part have supported the game, been part of the community and obeyed the rules are being punished for being prominent and being skilled and putting time into the game. This decison wont hurt the balance and wont get those complaining what they want, but it will save me money (I am not paying for 4 accounts just to dig and kill named) and I, with my friends and my faction, will still win. I mean for gods sake I can't use the 4 autolaunchers I have been working for years on... Oh well... But now I can much more easily use 2 launchers. You think this will stop Karavaneers from kicking the crap out of you? No. Nothing changes. But now we know for a certainty that no matter what we do nothing is safe for us in this game. Not our equipment or our levels or our accounts. Nothing we have can be kept by us if enough people complain about us. When will you again change the rules and take what we have worked hard for away from us next? 2 years? more? less? When is the next time these people stomp their feet and demand rule changes so they might win more?
A:
The solution we are looking for is the one that will be fairest for all. I am at your disposal in DM on chat.ryzom if you wish to discuss it (from tomorrow).

Comment 4 : How is this considered a compromise? From what I can see from the 2 camps listed above, one set wanted the reduction of alts, while the other wanted to keep the alts and characters they've paid for and worked to level. Why would you, as a company, choose to limit the number of already dwindling subscriptions to the game?
This change to CoC occurs after people have already invested time and money into multiple characters without addressing the investment people have put into those characters.
A better solution to something like this would be to make sure the rest of the OPs are truly valuable. The current implimentation of several changes to the game have rendered 95% of OPs useless.
If this were the issue addressed, rather than number of accounts run simultaneously, maybe the game would be better positioned to retain more players?


Q: What will be timeline for this enforcement? If it is prior to the ability to cancel a subscription, will there be compensation/refundment of the game time?
A:
I'm sorry, but I'm too tired to be able to read and think... I suggest that you write down your questions (including those of the participants who still had some here) and answer them another day.

Meeting closed at 23:22 UTC

Edited 6 times | Last edited by Nilstilar (4 years ago)

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#191 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting ( july 20th 2020)

Date: monday, june 20 th, 19:30 UTC (21:30 CEST)Meeting places:
  • Atys, on the public channel RF
or

 

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
    1 - DeepL: improvement, feedback
    2 - New website: feedback
    3 - Storyline: feedback, RP events
    4 - Recruitment: Event team (scriptwriter, actor/actress)

#192 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report – July 20th, 2020

1 - DeepL : improvements and feedback

Tykus (RT) – 19:38 UTC
Now the universe channel and the region channel (including Silan) are translated by the automatic translator DeepL into the client's language. This way, you read directly what the players say in the language you have selected to play Ryzom.
Each translation displayed in the channel is preceded by a flag indicating the original language. To display the sentence in its original language, simply move the cursor over this flag, the translation will be displayed above it.
What are your opinions on this new feature?

Feedback : In principle, this is a really good idea for anyone who only speaks one language, but one should be able to choose which translations are wanted. For example, while I appreciate having the translations from DE and ES into FR, I do not need the translations from EN into FR.
A:
As our system is unique (there is no similar system), this is not easy to implement. For the moment, the translation is activated on the server side, so the player's client can't deactivate it, but it will come: just be patient.

Feedback : If you read the UNIVERSE channel assiduously, you will still find many translation or spelling (DE) errors.
A:
Yes, there are still some adjustments to be made, but the translation is not too bad after all.

Feedback: Thank you for your time and for holding this meeting! I just wanted to reiterate, as someone who only speaks a single language, how nice it is that this feature is added to the game and I'm looking forward to the expanded usage.
Feedback: I think indeed that it is a good improvement and helps a lot :) Even when it is not always perfect. I wish it to become available in even more channels.
A:
Yes, there are plans to extend it to faction and even guild channels if it is useful.

Suggestion: It is not always relevant to have the translation displayed and to have to click on the flag for the original to be displayed. Perhaps, when the original is the EN in particular, this could be reversed?
A:
Note that you can change your client's language to display the original EN directly. In addition, the channels DE, ES, EN, etc. have been recreated, which can be accessed by clicking on the appropriate flag in the [shift+w] window.

2 - New website: feedback

Tykus (RT) – 20:01 UTC
The new website (https://www.ryzom.com) is online!
Don't hesitate to give us your opinion and to let us know if there are any bugs !

Feedback : Can't log with Adblock.
A:
 Yes, but you can disable Adblock on the Ryzom site :-)

Four feedbacks:
• I just wanted to say that it's pretty, rather functional, and that the colors chosen are not bad at all :-)
• The site is lovely, I like it.
• It's very nice, more dynamic, can't wait to see what happens next.
• As a web designer and graphic designer, I don't see any problem with it.
A:
Thank you!

Feedback: In the UNIVERSE section of the site, the Nations are presented in a column too high for them to be seen together. Therefore, it is not very easy to compare them.
A:
Yes, thank you. This problem has already been raised, we'll take care of it.

3 - Storyline: feedback, RP events

Tykus & Tamarea (RT) – 20:24 UTC
Episode 1 of the Storyline began with a barkquake at the Nexus, causing profound upheaval in the region. The homins are investigating on site by carrying out various missions.
In the near future, roleplay events focusing on what's happening in the Nexus will be released by the event team. They will offer a different view of Nexus events for each nation, Rangers and Marauders, which will help each player view the future of Storyline differently depending on the character they play.
What happens in the Nexus is an extremely rich basis for roleplay. And that's just the beginning! You'll see it and experience it over the next events of nations and the next twists and turns.
We would like your feedback on the beginning of this Episode 1.

Q: How do you know if there is an event going on or not?
A:
The roleplay events (which usually last two hours) are listed on the Ryzom website, on the forum (EVENTS section), on the WebIG homepage, in pop-up windows when you log in game, on Facebook, Twitter and Steam. To find out which Storyline events you can participate in, click IG "Open your mission log" in your Missions window, then select the "Storyline" tab.

Six feedbacks:
• It's wonderful to see Ryzom's storyline continue to progress, even though I haven't been involved. Good job events team!
• I, too, find exciting the possible future developments via Storyline: this beginning makes possible much that could (or perhaps should) be logically in future added to the Lore, etc. I applaud.
• Bravo for the addition to the Nexus, congratulations to the developers and writers because I think it fits well in the context of the game. And the missions are fun to do as a team. Congratulations also to those we don't thank very much, to the graphic designers because the interaction windows (Mission booklet, Storyline ...) fit very well into the game.
• Good for a start, a matter to follow!
• Concerning the evolution of the game itself it's great, as long as there is a demand for content from the players.
• I very much like the story and it is a fun part of my daily stuff. I find some parts pretty challenging as they require either a big(ger) team or cannot be done if you are not high-level in both close combat and magic. Yet I find the variety of missions possible very nice. And the need to cooperate, if you are not a high-level character, is actually a good thing, too. Looking at it overall :-)
AND
Three comments:
• The rewards for Nexus missions are unbalanced with respect to daily missions. Winning 20 Elyps per evening with 2 or 3 DPs is too little compared to the 30 Elyps that can be made in just 15 minutes with two daily missions.
• Given the time required for players to complete this event, it would be a good thing to get an appropriate reward at its end.
• It's a pity that Marauders are required to enter the capitals to ask the questions of "Rumors" (the launch event for Season 2 of Storyline, still available), as they have to change their fames. It would have been wiser, in order to encourage more of them to take an interest in Rumors, to reserve for them a certain number of NPCs questionable elsewhere than in capital cities (in their Camp, for example).
A:
Thank you for your feedback and for the comments on the awards, which I trace back to the team concerned.

Feedback : As a player discovering the game again, I feel lost, and I don't know where to start. Snippets of summaries can be found on the forum, but you have to search so hard that you get lost. So I express my "discomfort" at having to search for information all the time, and in the end, not to insist in this search, in the doubt as to its usefulness. For example: would I find by this way how to unblock the Nexus missions (the scientists don't talk to me...)? In short: Storyline is a little bit complex!
AND
Suggestion : Maybe a recap timeline of past events in the Mission booklet or/and an overview with links to relevant wiki articles would help?
A :
Thank you for these feedback and proposal, we will see what we can do to make the information clearer and easier to find. And if others have suggestions on this, please do not hesitate!

Feedback: Just an odd observation: it's kind of funny the way Prime Roots materials can be used in crafting any nations goods… and that any nations materials can be used in Kami and Karavan crafts. So, I wonder what will be dug up out of Nexus involving those latter.
A :
Hehe, mystery! :-)

4 - Recruitement: Event Team

Tamarea & Tykus (RT) – 21:26 UTC
We are looking for volunteer facilitators (scriptwriters and actors / actresses) to write and/or perform roleplay events. Feel free to contact Tamarea on Ryzom Chat https://chat.ryzom.com/direct/tamarea or by email at tamarea@ryzom.com.
Come and help us bring the Storyline to life by becoming an actor/actress at our events!
Training is provided. You will start by playing a secondary character, such as a guard, before gradually playing more important characters when you feel ready. If you are more comfortable writing than playing a character, we also have room for you, because our scenarios don't write themselves! There again, you will start in group work, before writing solo or in pairs, depending on your preference.
We are looking for volunteers from all time zones, including the United States, so that we can also offer roleplay events in US time.
If you are interested, if you are uncertain, if you have any questions, please contact me and we will discuss it!

Meeting closed at 23:22 UTC

Post-Scriptum

Various suggestions were made and various questions asked on topics not on the agenda of the meeting. These were as follows:

Three suggestions:
• Increase the maximum level of characters and mobs above 250.
• Create, based on the team melee aura, an aura of team invulnerability whose activation power would be obtained through an event, the Encyclopedia or the simple addition of a magic skill at high level.
• Add a button to the action bar to clear it with one click (with a confirmation).
A:
Yes, good ideas, but these are topics for the forum: https://app.ryzom.com/app_forum/index.php?page=forum/view/1840.

Q1: Will we soon have new information about the Trytonists? I've been waiting for it for a long time (the first event with the guild of Trytonists took place long before the appearance of the Rangers and Marauders).
A:
Your question is well noted and will be forwarded to the animation team.

Q2: No news about multiboxing?
A:
We keep working on multiboxing internally and I will organize a "Special multiboxing" Ryzom Forge meeting as soon as we are ready.

Q3: Why are we sometimes abruptly disconnected from the game (during a teleportation, or a change of character, for example)?
A:
Please contact Support for this kind of problem, or visit https://forge.ryzom.com/wiki/Ryzom_Installer_Manual#Crash_after_t eleporting.

Edited 6 times | Last edited by Nilstilar (4 years ago)

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#193 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (August 31, 2020)

Date: Monday, August 31, 19:30 UTC (21:30 CEST)
Meeting places:
  • Atys, on the public channel RF
or

 

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
   1 - HD texture update: see https://cloud.ryzom.com/s/WrgBb8DmTR42K6M
   2 - New billing service: see https://en.wiki.ryzom.com/wiki/New_Billing_Service
   3 - Multiboxing
   4 - Bosses refactoring: see https://cloud.ryzom.com/s/sHtn43WJiwtxrBN
   5 - OP refactoring: see https://cloud.ryzom.com/s/pCP3JJgBrrMCgip

Edited 15 times | Last edited by Maupas (4 years ago) | Reason: Various fixes

#194 Multilingual 

Multilingual | [English] | Français
Note: It is advisable to read the documents listed in the agenda above before the meeting.
We will answer your questions during the meeting.

---

Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#195 Multilingual 

Multilingual | English | [Français]

Compte-Rendu de la réunion de Ryzom Forge – 31 août 2020

1 - Mise à jour des textures HD

Xelios et Jelathnia (Équipe Infographie) – 19:39 UTC
Note descriptive du projet : https://cloud.ryzom.com/f/159212
(Les liens présents sur cette note ne fonctionnent pas, mais vous trouverez d'autres captures d'écran de comparaison ici : https://imgur.com/a/Kx33JTO)
Àu stade où nous en sommes, nous disposons d'une bonne base de référence pour le remplacement des textures et nous travaillons surtout sur des types de textures spécifiques qui nécessitent une attention particulière.

Q : Est-il possible de tester sur notre ordinateur ces textures HD ?
R :
Oui c'est possible, mais pour le moment notre travail doit rester dans l'équipe, vu qu'il n'est pas finalisé et que les tests destinés à vérifier sa tenue en jeu restent à réaliser. Vous pourriez télécharger les fichiers PNG et les placer dans votre dossier Utilisateur, mais ils ne sont pas compressés, de sorte que l'impact sur les performances (si vous en voyez) ne représentera pas la version finale. De plus, certains ont été modifiés localement mais n'ont pas encore été téléversés sur le serveur. Enfin, ils doivent être convertis au format DDS pour pouvoir être utilisés par le jeu.

Q : Les textures au rendu physique réaliste disponibles sous Creative Commons sur le site Texture Haven (https://texturehaven.com/) seraient-elles intéressantes pour votre travail ?
R :
Oui et non : ces textures ne cadrent pas avec la direction artistique de Ryzom mais certaines pourraient être utiles comme superpositions partielles dans certains cas.

2 - Nouveau service de facturation

Tykus (RT) – 20:03 UTC
Note descriptive du service : https://fr.wiki.ryzom.com/wiki/Nouveau_service_de_facturation
Le nouveau service de facturation, développé par Ulukyn, est mis en place cette semaine.
SirCotare a apporté sa contribution en créant l'interface au niveau du site web.

Q : Tous les abonnements Worldpay devront-ils passer sous Xsolla ? Et si oui, dans quel délai ?
R :
Oui, sous un mois. À partir du mois d'octobre il ne sera plus possible de payer votre abonnementvia Worldpay (c'est pourquoi l'option Worldpay est absente de l'interface du nouveau site de facturation) mais les abonnements en cours payés via Worldpay demeureront actifs.

Q : Mais ne devons nous pas changer de système dans trois jours ?
R :
Cela dépend en fait de la fin de votre abonnement, mais vous pouvez changer tout de suite, les jours y restant seront reportés.

Q : Le prix des abonnements demeure-t-il inchangé ?
R :
Oui.

Q : Jolie mise en page... mais serait-il possible de faire afficher à nouveau la date de création de notre compte ?
R :
Oui, nous la rajouterons à la prochaine mise à jour.

3 - Multiboxing

Tamarea (RT) – 20:25 UTC
Nous avons pour objectif de limiter au maximum l'impact gameplay du jeu multi-alts.
Pour cela, nous agirons en deux étapes : une mise à jour du Code de Conduite et, progressivement, une modification du gameplay.
1 - Action à court terme : mise à jour du Code de conduite
• Limitation du multiboxing à deux comptes connectés simultanément lors des batailles d’avant-postes, des chasses aux Rois, des assauts sur les Chefs Maraudeurs et des events scriptés de la Storyline. En cas d'abus, envoyer au Support une capture d'écran montrant l'infraction.
• Tolérance du multiboxing jusqu’à quatre comptes connectés simultanément dans les autres cas : montée en niveau, roleplay, etc.
2 - Action à moyen et long terme : modification du gameplay de Ryzom
Nous travaillons à changer peu à peu le gameplay afin de limiter l'avantage qu'en retirent les multi-alts sur les Rois, les Chefs Maraudeurs et les events scriptés de la Storyline.
C'est l'effet escompté des deux projets présentés ci-après, Refonte des Rois et Refonte des avant-postes, mais aussi des futures missions scriptées de la Storyline.

Q: Quand le Code de Conduite ainsi modifié sera-t-il publié (mis en vigueur) ?
R :
Courant septembre et vous serez avertis avant.

4 - Refonte des Rois

Tamarea & Namcha (RT) – 21:20 UTC
Ce projet a pour objectif principal de réduire l'impact gameplay du « camping » de Roi, y compris celui via multi-alts.
Note descriptive du projet : https://cloud.ryzom.com/s/Nbfndk8YacDJwBG
Je dois préciser ou souligner quelques points abordés dans cette note :
• Dans une région donnée, ne pourront apparaitre que des Rois d'une des espèces peuplant la région (le programme pilotant l'apparition des Rois utilisera un fichier recensant les listes des espèces habitant chaque région). En conséquence :
– si beaucoup de nouveaux Rois vont apparaître, quelques uns des actuels n'apparaîtront plus, tel Madakoo (vu qu'aucun madakam « banal » ne vit dans l'écosystème des Primes Racines)… mais d'autres versions du Roi madakam vont apparaître en surface ;
– contrairement à ce qu'indique la note, il n'y aura pas de Raguketh 270 vu que nul ragus n'habite la région 250 de l'écosystème du Désert.
• Les Rois logiquement inexistants de par la règle ci-dessus, qu'ils existent (tel Madakoo, par exemple) ou non actuellement, existeront par la suite pour « animer » des events OOC ou scénarisés (Storyline). Ainsi, Madakoo ne va pas complètement disparaître…
• … Ni, d'ailleurs, les matières premières collectées sur ces Rois disparus qui remplissent aujourd'hui votre Hall de Guilde.
• La refonte répond à l'objectif affiché plus haut en ce qu'elle se traduira en jeu par une nette augmentation du nombre des lieux d'apparition possible de Rois par région, donc de la difficulté à prévoir quel lieu d'une région donnée (accueillant désormais, en outre, une plus grande diversité de Rois qu'aujourd'hui), verra apparaître le prochain Roi d'un type donné.

Q : Y aura-t-il de nouveaux Rois ?
R :
Oui, mais il s'agira plutôt de nouvelles déclinaisons de Rois par région. Si une espèce donnée existe dans une région, celle-ci est susceptible d'accueillir un spécimen Roi de l'espèce en question.

Q : La liste des Rois du wiki (https://fr.wiki.ryzom.com/wiki/Nommés_et_Rois) sera-t-elle mise à jour ?
R :
Oui, très probablement, par les joueurs volontaires qui contribuent au wiki.

Q : Qu'en sera-t-il des Rois n'apparaissant actuellement qu'en un seul endroit, tels Bodokin, Cratchakin, etc. ?
R :
Le programme particulier qui les gère aujourd'hui ne sera pas modifié : ils continueront d'apparaître, au même endroit.

Q : Y aura-t-il un Roi frippo ?
R :
En bonne logique un Roi frippo 120 devrait exister, oui.

Q : Y aura-t-il de nouveaux Rois sur Silan ?
R :
Non, Yubokin demeurera le seul Roi de Silan.

Q : Un Roi pourra-il apparaître simultanément dans plusieurs régions et/ou plusieurs écosystèmes ?
R :
Peu de chances que ça arrive. Vu qu'un Roi est placé en « bas de pile » à son apparition, il ne devrait pas revenir de sitôt.

Q : Deux Rois de même nom (c'est à dire de mêmes espèce et écosystème) mais de niveaux différents – par exemple l'Izaketh 120 de l'Oasis d'Oflovak et l'Izaketh 170 des Dunes de l'Exil – pourront-il apparaître simultanément dans leur région du Désert respective ?
R :
Peu de chances que ça arrive là encore : le placement en bas de pile d'un Roi se fait indépendamment de son niveau et de sa région hôte.

Q : Deux Rois d'écosystèmes différents mais de même espèce et niveau (Raguketh 220 et Ragukin 220 par exemple) pourront-il apparaître simultanément dans leur écosystème respectif ?
R :
Oui, avec de bonne chances cette fois.

Q : Qu'en sera-t-il des kitins rares ? Kidikoo va-t-il disparaître ? Kizarakoo va-t-il apparaître ?
R :
Si on laisse agir le sytème, oui. Mais le Kizarakoo, par exemple, est encore sujet à discussion au sein de l'équipe (ne faudrait-il pas réserver un tel kitin à un event ?).

Q : Si un Roi d'un niveau donné (par exemple Izaketh 170) apparaît (et se fait tuer) le prochain Roi du même nom à apparaître sera-t-il forcément d'un autre niveau (par exemple Izaketh 120) ou non ?
R :
Oui, les prochains tests devraient vérifier que le système fera tourner les niveaux d'un même Roi lors de ses apparitions successives.

Q : Qu'en est-t-il de Cratchakyo, en attente depuis quelques temps ?
R :
C'était un Roi scénarisé, oui… Il attendra encore.

5 - Refonte des avant-postes

Tamarea & Namcha (RT) – 21:26 UTC
Ce projet a pour objectif de redynamiser les batailles d'avant-poste en redonnant de l'intérêt à tous les OP, en les faisant changer régulièrement de propriétaire et en diversifiant les genres de combat. Il permettra lui aussi de réduire l'avantage gameplay que procurent les multi-alts.
Note descriptive du projet : https://cloud.ryzom.com/s/aCqw2ZR6rRee7AA
Quelques points à souligner là encore :
• Tous les avant-postes, quel que soit leur niveau (qui demeurera inchangé), vont produire soit des MP Q150, soit des MP Q200, soit des MP Q250.
• Nulle guilde ne sera plus autorisée à conserver un avant-poste pour le seul plaisir que lui procure (éventuellement) sa possession.
• À retenir : les avant-postes changerons de mains beaucoup plus souvent et régulièrement que par la passé !

Q : « Changer régulièrement de propriétaire »… Est-ce à dire que nous serons forcés d'abandonner notre « maison » même si ceux qui la convoitent sont défaits lors de chacune de leurs attaques ? Sans qu'aucune chance ne nous soit donnée de la défendre ?
R :
Oui cela pourra arriver; dans ce cas l'avant-poste sera pris par des PNJ. Mais de toutes façons, il aura commencé de produire d'autres matières premières.

Q : Dans le cas de batailles d'OP en GvG, y a-t-il quelque chose de prévu pour empêcher les recrutements provisoires dans les guildes en conflit de membres de leur guildes alliées ?
R :
Deux solutions de traitement de ce problème sont actuellement à l'étude pour évaluer leurs effets de bords respectifs :
1 • Autoriser le recrutement provisoire en plafonnant le nombre de combattants
2 • Subordonner le droit de combattre à une ancienneté minimale dans la guilde
En tous cas une bataille GvG (option qui, par ailleurs, ne sera pas disponible immédiatement) ne doit pas être identique à un bataille FvF.


Q :Comment décidera-t-on du type de bataille d'OP à livrer ?
R :
Par click sur l'OP au moment de lancer l'attaque. Mais le nombre d'attaques GvG par guilde sera plafonné.

Q : Le nouveau système ne favorisera-t-il pas seulement les grandes guildes en leur permettant l'attaque en GvG des petites devenues incapables de bénéficier de l'aide de leurs alliés ?
R :
Il est vrai qu'un des objectifs de la refonte est d'éviter que des guildes ne comptant qu'un seul membre détiennent des OP. Mais, s'agissant des petites guildes, l'ampleur du préjudice dépendra aussi du plafonnement du nombre de batailles GvG et elles auront tout de même l'opportunité de conquérir des OP via bataille GvE, sachant que les OP ainsi conquis ne pourront rechanger de main durant les deux semaines suivantes.

Q : « GvE: Guilde vs PNJ pour conquérir les OP pris par les PNJ » De quel type de PNJ s'agirat-il ?
R :
Des homins pour sûr, mais la possibilité d'avoir aussi des kitins a été évoquée (et soumise à l'examen des développeurs).

Q : Un OP peut être tenu pour sa faction par une petite guilde qui l'a reçu en récompense de son aide et qui se charge alors du travail d'extraction et de redistribution de ses MP. Si l'OP est pris via GvG « facile » par une grande guilde adverse c'est la faction qui en souffrira. La faction, donc, ne devrait-elle pas être autorisée à aider à sa défense ?
R :
Si c'est la solution 1 ci-dessus qui est retenue, la faction pourra aider. Sinon il faudra peut-être, en effet, revoir l'organisation des factions.

Q : Tous les OP produisant des MP de Q150 à Q250, un OP de la Source, par exemple, pourra donc fabriquer exactement les mêmes MP qu'un OP de la Forêt Enflammée ?
R :
Chaque OP, quel que soit son niveau, pourra en effet produire des MP des trois qualités, mais le taux de production de MP des OP de d'un niveau donné sera supérieur à celui des OP de niveau inférieur.

Q : Comment se feront les rotations de MP et de propriétaires ? À intervalles fixes ou aléatoires ? Toutes ensembles ou échelonnées dans le temps ?
R :
Toutes ensemble (reboot du serveur), à un intervalle de deux mois et demi à trois mois IRL, mais la date exacte sera aléatoire. Beaucoup de mécanismes demeurent à préciser, cependant, s'agissant des rotations : il vous seront détaillés lors d'une prochaine réunion.

La réunion est close à 22:05 UTC

Edited 4 times | Last edited by Nilstilar (4 years ago) | Reason: Various fixes

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#196 [en] 

Nilstilar
server reboot
...

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Kaetemi

#197 [en] 

Nilstilar
HD texture
Are these the original 2x scale textures from the PSD of Nevrax artists? Or did you really lose them, and doing an AI upscale?

EDIT: Seems like AI upscale. Looks nice.

Keep in mind, for the 128x128 and 256x256 ground textures, these are actually 127x127 and 254x254 textures. For the small textures, the outer edge is repeated. For the large textures, the middle and outer lines must be repeated. The landscape tiling mechanism expects this for seamless interpolation.

Edited 2 times | Last edited by Kaetemi (4 years ago)

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Kaetemi

#198 [en] 

Kaetemi
Nilstilar
server reboot
...

I presume that was to mean that each "alltogether rotation" will need a server reboot.

Edited 2 times | Last edited by Maupas (4 years ago)

#199 [en] 

Nilstilar
3 - Multiboxing
Tamarea (RT) – 20:25 UTC
Our goal is to limit the gameplay impact of the multi-alts gaming as much as possible.
To achieve this, we will act in two steps: an update of the Code of Conduct and a progressive chanhe in the gameplay.
1 - Short-term action: updating the Code of Conduct
• Limit multiboxing to two accounts connected simultaneously during outpost battles, Bosses hunts, assaults on Marauders Chiefs and Storyline scripted events. In case of abuse, send a screenshot showing the violation to Support.
• Tolerance of multiboxing up to four accounts connected simultaneously in other cases: leveling, roleplay, etc.
2 - Medium and long term action: modification of the Ryzom gameplay
We're working on changing the gameplay little by little to limit the advantage of multi-alts over Bosses, Marauders Chiefs and Storyline scripted events.
This is the expected outcome of the two projects presented below, Bosses refactoring and Outposts refactoring, but also of the future scripted missions of the Storyline.

Q: When will the amended Code of Conduct be published (implemented)?
R :
During September and you will be notified before then.

And is that by IP, or do you check that by PC? My spouse also plays, and for a short while everyone thought that Pixel was another one of my alts.

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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.

#200 [fr] 

Would suggest that some OPs (one per perhaps ones near PR access points be reserved for Homin vs NPcs / Kitins under the "stewardship" of the Rangers.   Would be nice to see Rangers who, for the most part won't participate in Homin vs Homin activity,  be able to enjoy such activities too.  To keep the turnover aspect in play .... once the OP is lost, it would have to be retaken by another Guild.

Unless they getting a discounted subsciption price each month, should be a way for them to have comparable access to all content.

Last edited by Fyrosfreddy (4 years ago)

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#201 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting ( October 12 th 2020)

Date: monday,october 12 th, 19:30 UTC (21:30 CEST)

Meeting places:
  • Atys, on the public channel RF
or
  • Ryzom Chat, channel #pub-forge-xx (exhttps://chat.ryzom.com/channel/pub-forge-en

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
    1 - Op refactoring
    2 - Recruitment

Last edited by Tykus (4 years ago)

#202 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (November 16th)

Date: monday, November 16th, 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

 

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
CoC Update https://app.ryzom.com/app_forum/index.php?page=topic/view/31250/1
  • Russian version added
  • Multiboxing

Edited 4 times | Last edited by Tykus (4 years ago)

#203 [en] 

Minutes of the November 16 2020 Ryzom Forge Meeting

There was only one topic: The changes to the Code of Conduct regarding multiboxing.

Tykus announced the changes, gave links to some translations of the current code of conduct.

It was asked whether Supernode events should be included in the 2-multibox limit. There seemed to be some consensus.

Some players asked for a stricter ban - it seemed like botting was no longer the issue to them, but simply playing more than one character at a time.

Tamarea explained that the current 2-character limit for outpost wars/NPC hunts was a compromise between the players who wanted 4 and the players who wanted 1.

Some off-topic discussion was held about boss camping

There were no resolutions.




Magez has formatted and posted the full content of the meeting below

Last edited by Jorgensen (4 years ago)

#204 [en] 

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