#221 Added by Nilstilar 4 years ago
Les events de la Fête des Réfugiés viennent de se terminer, aussi nous aimerions avoir vos avis sur ceux-ci.Qu'avez-vous aimé dans ces events ? Qu'y a-t-il à améliorer selon vous ?
Craignant qu'un ajout ultérieur ne soit problématique, nous avons voulu prendre le temps d'ajouter une fonctionnalité à Ryztart avant de le mettre en service.À savoir : Ryztart permet désormais de se connecter avec votre nom de compte et mot de passe sans avoir à les saisir au lancement du jeu et il récupèrere automatiquement la liste de vos personnages et celle des serveurs (Atys, Yubo et/ou Gingo) auxquels votre compte a accès.L'objectif de cet ajout étant de rendre le lanceur plus sûr, l'essentiel du travail a été de concevoir un système évitant d'avoir à stocker nom de compte et mot de passe sur l'ordinateur. Ainsi, désormais, Ryztart n'enregistre qu'un jeton, lequel permet, et permet seulement, la connexion au jeu. Ryztart peut en outre créer sur votre bureau des raccourcis vers vos personnages ne contenant, eux non plus, ni le nom de compte, ni le mot de passe. Enfin, ces raccourcis ou Ryztart lui-même peuvent lancer la connexion d'un personnage sans passer par l'étape "Sélection du personnage" (NB : ceci est déjà possible pour qui sait quels paramètres fournir au lanceur actuel).
Nous poursuivons le développement commencé voici déjà fort longtemps. Et de nouvelles tribus passeront prochainement sous l'allégeance des Maraudeurs, comme annoncé lors de plusieurs events RP récents.
Nous avons commencé le travail sur le projet de refonte des batailles d'avant-poste.Comme certains l'ont sans doute remarqué, quatre avant-postes sont apparus au Nexus, de quatre "niveaux" différents (100, 150, 200 et 250).Leurs noms laissent entendre qu'ils ne sont pas "comme les autres" et ne fonctionneront pas du tout de la même manière. En fait, les modalités de leur fonctionnement évolueront au fur et à mesure de l'avancement du projet de refonte.Dans un premier temps, leur conquête sera l'occasion de batailles GvE (une guilde seule combattant les PNJ défendant l'avant-poste), aucun ne sera propriété d'un guilde (ni n'hébergera, donc, de foreuse). Ceci dans l'objectif de d'abord tester dans les meilleures conditions l'impact du raccourcissement projeté de la durée des batailles (de deux heures à une seule).
Cette formulation énigmatique désigne en fait les ajouts apportés au serveur pour améliorer l'intelligence artificielle (AIS) gérant les actions et capacités des créatures et PNJ évoluant en son sein.Or ces ajouts, navré d'avoir à vous l'annoncer, ont donné à des idées à notre chère Teanwen pour vous faire transpirer. Car ils se traduisent notamment par l'élargissement aux PNJ d'events ponctuels de certaines capacités jusque là propres aux PNJ d'avant-poste : lance-grenades, bombes, soins, etc. Ainsi, comme elle l'a déjà fait autrefois, Teanwen s'occupera à nouveau de machiner et piloter des animations et events où les joueurs devront combattre des "mini-boss" capables, cette fois, d'utiliser un lance-grenades, de se soigner, de lancer des bombes ou du gaz…Ces events mini-boss seront annoncés à l'avance par broadcast en jeu. Notez que les modifications de l'AIS ont fortement augmenté les possibilités techniques : attendez-vous donc à bien des surprises lors de ces petits events !
Last edited by Nilstilar (4 years ago)
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#222 Added by Sinvaders 4 years ago
#223 Added by Nilstilar 4 years ago
#224 Added by Tamarea 4 years ago
Agenda[Presentation] Ryzom's marketing plan: increase player loyalty[Presentation] Silan Refactoring project
#225 Added by Tamarea 4 years ago
#226 Added by Tamarea 4 years ago
#227 Added by Nilstilar 4 years ago
A 2021 marketing plan has been developed by the Ryzom Team, which pursues three goals: 1. Win players' loyalty 2. Get more subscribers 3. Attract new playersWe will detail today the actions undertaken by the team to achieve the first objective, and your suggestions to enrich them will be welcome.We are losing too many players, including high-level players, because of the lack of new content to motivate them to log in, because the long-promised additions are still overdue, and because the pace of maintenance remains slow.That's why we decided to focus on the projects already underway and on maintenance. Specifically:• To complete ongoing and long-announced projects: new launcher/installer, Boss refactoring, outpost battles refactoring, Marauders' gameplay, balancing of range weapons (see information given during previous Ryzom Forge meetings).• To add new events to the Storyline on a regular basis, each leading to new permanent gameplay content.• To not neglect maintenance: fixing bugs, adding new rewards, etc.The upcoming patch will begin to put some of this content into play, with the activation of the test outposts of the Nexus and the gradual addition of the new Bosses.• To encourage roleplay which, while remainining of course optional, is one of the raisons d’être of the MMORPG Ryzom. So, to make roleplayers want to stay, the team is working on two axes: • School of initiation to role-playing (in project) • Regular (weekly) events, impacting or not the History of AtysDo you have any questions or comments about these actions?
In order to increase player loyalty, in addition to offering more attractive game content, we will work to better guide new players. We actually lose a lot of them shortly after they arrive on the tutorial island of Silan. After investigating the causes of this, we agreed on a possible remediation. This is how the Silan refactoring project was born, which will not result in a big change but only in various adjustments and improvements.The objective of this refactoring is twofold:• on the one hand, give the desire to new players to go further (at the moment very few of them take the step - i.e. pass to the continent);• on the other hand, try to make the global experience of the game more homogeneous (at the moment, as Dorothée – may she be thanked – pointed out during the RT meeting preparing this one, there are too many differences between the game on Silan and the one on mainland).Said Improvements and adjustments are planned for:• The map of Silan Island. To make it more useful for beginners it: • will no longer be shown to players alone, but with the general map of Atys; • will allow the player to zoom in on the Ranger Camp (as is the case on the mainland towns); • will display icons showing the location of NPCs useful to players (at their stage of progress).• Texts describing missions that are currently unclear, such as those that present a team-building suggestion as a necessity to players who cannot (or do not know how to) form a team.• Damages from creature attacks near the Ranger Camp. They will be reduced as it currently causes too many deaths. Character dying too frequently suggests to players that the game is not for them, or that they have misunderstood the rules, increasing the risk that they will abandon Ryzom without delay.
Actually, few players take the time to read everything (this is natural: the excitement of discovering a new game pushes them to immediate action, not to think about its mechanisms). So I'm going to show you what we have planned to overcome the disadvantages of this understandable haste.We won't rewrite the mission texts: it would require too much time. But I've noticed, when accompanying players who don't know Ryzom in their first session, that displaying an adapted screenshot on their screen was often more efficient than giving them a long speech to explain them such or such gameplay mechanism.This is why we will introduce the concept of schools (or academies) whose function will be to provide in-game "Academic Knowledge" that will be available, at any time, to all players and delivered in the form of practical lessons that will guide them, in a visual and playful way, in the accomplishment of the missions as well as in their actual learning. Each school will contain several pieces of information about a gameplay topic (e.g., the mastery of magic or that of jewelry) or a more general topic (e.g., the game's interface, or even, as mentioned above, role-playing).Below a prototype, for the school of "Melee fight mastery", of a window showing in game the information made available by a school.It presents a teaching plan with four sections (or lessons), which can be activated (if your progress allows it) or not (greyed out) so that you do not get lost in a long list. When you activate a lesson, a list of exercises to do (presented in the form of cards) will be proposed to you. Once you have completed all the exercises on this list, you will be offered a reward.You will find below a prototype, for "Elementary Movements", of a sheet describing such an exercise.It is composed of four parts displaying respectively:• A title with a short explanation in subtitle• An illustrated goal, optional (button to click for acceptance)• A small reward, optional (button to be clicked for recovery once the goal reached)• A set of pictures to make it easier to understand how to reach the goal.Why, you may ask, propose an objective and a reward and not only the explanation and the illustrations? Quite simply because proposing an action in exchange for a reward is more motivating and fun, much more so than a long explanation text.Do you have any questions?
Edited 4 times | Last edited by Nilstilar (4 years ago) | Reason: FR typos
#228 Added by Mazenmar 3 years ago
Last edited by Vynir (3 years ago)
#229 Added by Gidget 3 years ago
Damages from creature attacks near the Ranger Camp. They will be reduced as it currently causes too many deaths. Character dying too frequently suggests to players that the game is not for them, or that they have misunderstood the rules, increasing the risk that they will abandon Ryzom without delay.
Silan is in my opinion a pretty complete tutorial as it is now. So, if adding icons to better indicate this or that point seems useful to me, the rest of the refactoring is not, I think, a good idea. Because giving everything to new players as soon as Silan will deprive them of the surprise of discovering Atys. Simplify Silan, why not? But from there to make it a mini-Atys… we might as well remove it and make new players be born directly on Atys.[i]Ulukyn recalls that it is not a question of turning Silan into a mini-Atys, but only of making sure that Silan gives new players the means to be autonomous, to know what and how to look for on Atys as soon as they set foot there. Because currently, arriving on the mainland is a surprise, yes: to discover almost another game. So the refactoring is not about remaking Atys on Silan, but about providing tantalizing glimpses of Atys on Silan.
• Many players I know have actually left Ryzom thinking that the playing field was limited to Silan. For the same reason, some have played Ryzom for only two months… time to exhaust the pleasures of Silan.This Ulukyn confirms by saying that one of the first questions he is asked when he has the game tested is: "Is this the map of the entire game area?".
Last edited by Gidget (3 years ago)
#230 Added by Margote 3 years ago
Agenda[Feedback] Last patch[Information] CoC update project
#231 Added by Nilstilar 3 years ago
Below are the links to the latest patch applied: • Patch 868 of April 17, 2021 • Patch 873 of April 20, 2021 (fix of patch 868) Pour information, le contenu de ce patch est désormais complétement actif sur Atys.Thus, we have added, among others : – lessons and rewards for the entire Storyline; – allegories that produce effects and Storyline missions to improve those effects; – activation of Nexus Minor outposts.Please note that the form of the lessons (illustrated guides to the missions) from the Storyline will be used for the projects: – Silan refactoring (tutorial lessons) – New Encyclopedia (guide to the Rites lessons)Are there any questions, remarks or feedback?
Regarding multiboxing as well as sanctions, we would like to update the Code of Conduct in the near future. So I'm going to tell you what we're planning to change.As a reminder, the current Code of Conduct can be found here.1 - Multiboxing and PvPWe currently have a problem of inaccuracy and even contradiction within the Code of Conduct (CoC):In PvP zone, players not wanting to be attacked are asked to leave the zone. ==> Attacking a player in Nexus with 4 simultaneous accounts is therefore allowed.Multiboxing is limited to 2 simultaneous accounts in Storyline events. ==> Attacking a player doing a Storyline mission in Nexus with more than 2 simultaneous accounts is therefore forbidden.This, in addition to not taking into account the case of Super Nodes, also causes tricky tickets to be solved in Nexus.So, to clarify the Code of Conduct, we will extend the 2 simultaneous accounts limit to all PvP, so to PvP on outposts, in PvP region (Super Nodes and Nexus included), and everywhere on Atys.2 - Multiboxing during off-peak hoursThe limitation of multiboxing in the CoC has had a positive impact on gaming during European game hours, but also a strong negative impact on the number of players during extra-european game hours (peak hours of play in countries like the USA, but during which the number of players connected to Ryzom is very low).This last point poses an intractable problem for Ryzom in terms of marketing, which has financial repercussions.In concrete terms, while the limitation causes no problem of play during European hours, the low number of players and the numerous time zones make it impossible, during off-peak hours, for you to access the high level game (Bosses, Marauder Bosses) unless you use more than 2 simultaneous accounts.This makes us enter the vicious circle: Lack of players during off-peak hours ==> Not enough people to access the high level game ==> Unsubscription and leaving of the game ==> No one to welcome the new ones ==> Departure of the new ones ==> Lack of players during off-peak hours.So, to give off-peak hours players access to high-level play again and to give us a chance to repopulate the server during these hours, we will be testing, during 1 month, the tolerance of 4 simultaneous accounts for everything but PvP during off-peak hours, from 22:00 UTC (0:00 CEST) to 05:00 UTC (07:00 CEST), the time when this tolerance is needed to be able to play at high level. If the community reception and impact on the number of connections/subscriptions on off-peak hours of this provision is positive, it will be added to the CoC after the test month, which will run from June 15th to July 15th.3 - Addition of a penalty scaleCurrently, the CoC does not provide for any intermediate sanction between 1 month suspension and lifetime ban: we will remedy this by adding a one-year suspension sanction (more details to come later).I'll let you react on the three points: first on the first one (multiboxing and PvP), then we'll go on with the other two.
Last edited by Nilstilar (3 years ago) | Reason: Fixes after Ulukyn's check
#232 Added by Gidget 3 years ago
As the off-peak period ends in the early afternoon for players in Australia and New Zealand, and that some European players might want to use their alts as well, I was wondering : if the test goes well and the community largely wants it, would you consider in the future the possibility of extending this increased tolerance to more time zones?We chose these hours to test because they are off-peak hours in terms of connections. If the test is positive, we may adjust the time slot by one hour if needed. The goal is to allow players connected at off-peak times to also enjoy the high level game. This is not related to nationalities, so any player who is connected during these hours will benefit from the lifting of the limitation.
#233 Added by Elke 3 years ago
Nilstilar[b]As the off-peak period ends in the early afternoon for players in Australia and New Zealand, and that some European players might want to use their alts as well, I was wondering : if the test goes well and the community largely wants it, would you consider in the future the possibility of extending this increased tolerance to more time zones?
[b]As the off-peak period ends in the early afternoon for players in Australia and New Zealand, and that some European players might want to use their alts as well, I was wondering : if the test goes well and the community largely wants it, would you consider in the future the possibility of extending this increased tolerance to more time zones?
Edited 2 times | Last edited by Elke (3 years ago)
#234 Added by Gidget 3 years ago
I have the impression that you understand it the wrong way: the general limit is 2 accounts: In European night time (22 UT - 5 UT) four accounts are allowed. So why would it impact the multi accounts outside Europe more than in Europe? Also: reducing this the the very intention...That said, basically everything can be done with 2 accounts other than killing certain bosses - where you then need 2 or 3 actual players.
Edited 2 times | Last edited by Gidget (3 years ago)
#235 Added by Erisapple 3 years ago
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