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#223 [en] 

Right, Sinvaders.
Not an oversight of mine.

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#224 Multilingual 

Multilingual | English | [Français]

Réunion de Ryzom Forge (26 avril 2021)


Date: lundi 26 avril, 19:30 UTC (21:30 CEST)

Lieu :
  • Atys, sur le canal public forge
ou
  • Ryzom Chat, canal #pub-forge-xx(https://chat.ryzom.com/channel/pub-forge)


Durée : 1.5 heure

Participants : tous les joueurs de Ryzom le désirant.

Nature : réunion d'information, de questions / réponses et de feedback.

Sujet : Projets terminés, en test et prêts à être testés.
Ordre du jour
    [Présentation] Plan marketing : fidéliser davantage les joueurs
    [Présentation] Projet de refonte de Silan

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#225 [fr] 

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#226 [fr] 

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#227 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report – April 26 2021

1 - Win players' loyalty: a more attractive game

Tamarea (RT) – 19:39 UTC
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 players
We 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 Atys

Do you have any questions or comments about these actions?

Four comments:
• I confirm my availability to carry on with the tests needed for the rebalancing of range weapons I started in the past with Tykus and to participate in the tests of outpost battles.
• If we want to win their loyalty, I think we first need to find the reasons why new players are currently leaving the game. I'm thinking especially of crashes: new players (especially the current generation) having an abundance of games at their disposal, they have no problem abandoning a game after an umpteenth crash.
• As far as roleplay is concerned, I think it's a pity that the weekly events are almost all one-shots, episodes with no aftermath, that they don't build, little by little, a Story. However, I thank the team for the frequency and the quality of the events proposed to the casual roleplayers (of which I am).
• As for me, I think that the weekly events do build a Story, but that this one is difficult to follow because of its scattering, via the events, in several different episodes in different places. As a result, it is difficult for many Atysians to gather these episodes into a Story (difficult, but not impossible should you explore the Wiki and the messages posted to the forum). Perhaps grouping the events by month and nation (i.e. one month's worth of History episodes about Trykers, then one month's worth of History episodes about Zorai, etc.) would improve things... except that it would be felt as unfair by the uninvolved nations of the month. *frown*
In short: if, for me, a coherent History is on the way, I unfortunately have no idea what would help to make it better known to all.


Thank you for your feedback, which will of course be passed on to Event team.

2 - Win players' loyalty: an improved tutorial

Ulukyn (RT) – 20:07 UTC
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.

Three comments:
• As for damage reduction, I would say that it has already been started, considering the speed with which the DP is cancelled on Silan. And if the player fears the death of his characters, let him go play Candy Crush! *smile*
• I think this is a bit too much easing the work for beginners. Many times some of them don't even understand that Silan is a tutorial.
• Most of the new players don't even seem to read the texts said by (or posted near) the Silan trainers (Guilan Guiter, Nomis Merclao, etc.). I think they should be offered other ways of learning.

3 - Win players' loyalty: a friendlier learning process

Ulukyn (RT) – 20:14 UTC
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?

Q: Are there any plans to rework the character creation phase as well?
A:
No. Not as part of the Silan refactoring, anyway.

Q: Does Silan refactoring include informing new players about the existence of teleports on the island (many don't know)?
A:
Yes. The goal is for new players to get on Silan a real taste of what to expect on the mainland.

Q: Will the enhanced tutorial use the key assignments listed in the player's keys_character.xml file?
A:
Yes. And by the way, the player will be able to change these assignments in-game through the exercise cards provided by the school, without having to search for the relevant window in the (very dense) UI.

Q: Since it is difficult to accumulate Dappers on Silan, will the cost of teleporting there be changed?
A:
No. But players will be able to get more Dappers through the exercises offered by the schools (they will often offer them as rewards).

Q: Will Silanese be able to buy mounts?
A:
Yes. The refactoring includes the establishment of a stable on the island.

Q: I don't think a tutorial should have hidden or secret places. So, will the tunnel to the Kitins Jungle be easier to find, or will there be better directions to its location in the Shining Lake?
A:
The access to the Kitins Jungle was intentionally designed as a (little) puzzle, so we don't have anything like that planned, no. But we'll think about making the mission sending players to fight the kitins into their territory more explicit.

Q: Will players be able to take a mektoub acquired on Silan to the mainland?
A:
Yes, as forcing players to give up their equipment would be as counter-productive for us (given the goal of the refactoring) as it would be catastrophic for them.

Q: Henchomins of the Kamis and Karavan on Silan are currently urging caution by suggesting that returning to the island will be difficult, if not impossible. Will their speeches be more supportive (like "I can send you there. It's a dangerous place, but you can come back here anytime.") after the refactoring?
A:
Yes. It's a great idea and we will implement it!

Q: Because a mount is also (or even mostly) a storage space and what it stores is not always easily recoverable after its death, we see few characters moving mounted, on Atys. Couldn't an option of remote recovery of the mount's freight be proposed?
A:
We are working on this: a new feature to allow recovery of any dead pet against Elyps is being tested. Offering such an option on Silan would actually be a good introduction to Elyps for new players, provided the cost of acquiring them is adapted.

Q (off-topic): Regarding Elyps, even if the benefits they provide are valuable (generic materials, high quality items, pet operations, etc.) I find them very scarcely distributed during kitin invasions: killing one kitin is rewarded with one Elyps only. Are there any plans to improve this ratio or to provide kitin invasions more frequently than they have been lately?
A:
No. But we take note of your feeling.

4 - Win players' loyalty: comments and suggestions

(21:03 UTC)
• Silan offering beginners more opportunities and a good overview of what awaits them on the mainland, to avoid their early flight, that's fine. But I think we shouldn't make them too rich on the island: that might make them stay there, never to take the plunge.
Ulukyn points out in this regard that nothing offered by the refactored Silan will be free, and that no player staying on the island will be able to accumulate the millions of Dappers and thousands of Elyps that can be collected on the mainland.
• I too think that setting the cost of acquiring items new in Silan lower than it is on the mainland is to be preferred to setting a higher amount for the Dappers rewarding the completing of the current missions.
Whereupon Ulukyn solicits the opinion of a beginner player attending the meeting on the point.
• (from the said player) As far as Dappers are concerned, I would not increase the amounts distributed in any way. As for the skill points, on the other hand, maybe we should reduce the need for them or increase the quality of the items they provide. Since it's not easy on Silan to get all the skills.
Reacting to this last point, Ulukyn indicates that the difficulty of choosing skills on Silan as well as the fact that not everything can be acquired there was discussed within the team and that a proposal was made to classify them (thanks to groups of stars) according to their greater or lesser usefulness… whereupon a participant proposes to straightly suppress the beginning of their acquisition on Silan.
• Some players are already surprised that the shooting skills are not available on Silan. So I think that removing them all is to be avoided. As for the star rating of skills, it risks "formatting" the game. I like Ryzom because it doesn't force me to push a certain skill but allows me, after reading all the texts about them, to freely choose which one(s) my character will work on.
Ulukyn says that, as the team wants to improve the branch and introduce it to new players, a shooting school will be offered on Silan. Because, he adds, only an informed one is actually a truly free choice and informing about skills is not forcing to embrace them, as giving them would be (as some MMOs do). On which the previous speaker clarifies that it is not the information on skills that makes fear a formatting of players, but their classification.
• For me, I think the tutorial should make it clear that getting more skilled on melee is the best way to get extra hit points and also that it would benefit from pointing to the Bunny Tools app.
Ulukyn clarified that while Bunny Tools is indeed a good app, it is and will remain external. He adds that each school will teach a path (a branch) with a precise indication of the necessary and useful skills to be acquired to follow the path in question and, as much as possible, the possibilities offered by the different blends of those. The goal remains to give players all the information they need to make an informed choice.
• 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.
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.
• The fact remains that the pleasure of discovery, even of a "quasi-new" game, is what makes Ryzom a unique game. And as for the autonomy on the continent, it can be obtained quite quickly by new players thanks to the help of the seasoned ones, as it is currently practiced.
(Ulukyn goes on) Today, new players arriving on Atys know nothing about what awaits them there. In order to encourage them to join the mainland, we think it is important to let them know (without, of course, going into details) that they will find many more means and activities (Elyps, occupations, role-playing, dynamic events, etc.) than just the dappers, missions and skill acquisitions that they are currently presented while on Silan.
• I actually think that there is too much information available on mainland and not enough on Silan, except for the classes (branches), for which the ratio is the opposite.
• Integrating the Silan map with the Atys one is a great idea: it will make new players curious about the mainland and show them that the have still much to explore.
• 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?".
• When I was on Silan, I actually had the feeling that I was alone, playing on a map that was empty of players. And it didn't make me want to go on. That's why I think it would be good to encourage experienced players to come back to the island more often.
Ulukyn points out that the lessons offered by the Silan schools will probably not only be of interest to new players, but also to players not so experienced for having only recently joined the mainland. The latter will then naturally be led to return to Silan to complete the incomplete training they have received from the current tutorial.
• To fight against this feeling of loneliness of the beginner, wouldn't it also be wise to replace the /who command by a button of UI, of easier use for all?
Ulukyn advises the speaker to post his suggestion to the forum. Because the latter is regularly consulted by contributors who are developers, therefore able to propose the RT a patch implementing it.
• Why not carry out, at the time when the players address to Chiang the Strong to emigrate towards the continent, a survey of satisfaction in order to collect their feelings and opinion on Silan?
Ulukyn indicates that such a survey has already been conducted by him with players who, at his request, tested the game with him during three days. He adds that it has been used, as well as the occasional feedback received from new players and a very critical video about Ryzom (which, if you don't already know it, you can find here), to elaborate the tutorial improvement project presented today.
• Will players, at the said time, be advised to contact the Welcomer of the city they have chosen as destination for their journey to the mainland?
Ulukyn says yes, because the team believes that anything that helps new players find their way around is a good thing, no matter what form it takes (text, school lesson, or visual cue), and that if they don't know what they can (or can't) do there, they're unlikely to enjoy the game.
• Having personally benefited on my arrival from the free services of a quality teacher (an experienced player) I confirm that the rules guaranteeing a good learning of the game rules (and their respect) by players must themselves be learned.
• Some elements of the UI seem to me deserve to be corrected or made adaptable. For example, the size of the cursor in 4K: as, playing on a 55" screen, I already have trouble seeing it, I wonder how others cope.
Ulukyn commits himself to bring up the suggestion.
• As we all are not as good at learning foreign languages as some, I think an automatic translation of private in-game conversations (/tell) would also be very useful.
Ulukyn answers that unfortunately it is not possible to add such an option at the moment.

The meeting is closed at 22:09 UTC

Edited 4 times | Last edited by Nilstilar (4 years ago) | Reason: FR typos

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#228 [fr] 

Ca me fait penser au Grand Bleu, quand Enzo fait repeindre sa vieille Topolina avec 3 couches de peintures...ça donne un peu de fraîcheur mais ça change pas ce qu'il y a sous la peinture...
En même temps (:)) c'est rassurant de savoir qu'un joueur comme moi peut partir pendant plus d'un an et retrouver le jeu (pratiquement) tel qu'il l'a laissé...
* La porte s'ouvre brusquement, le docteur interpelle l'infirmière,
- je vous avais dit de ne pas laisser Mazenmar aussi longtemps devant l'écran !
Le doc s'approche de Mazenmar,
- ben alors Mazenmar, ça va plus ? Et 'Esprit d'Atys, et la Lore...et toutes ces merveilleuse attractions un peu partout ?
Mazenmar tourne de grands yeux vides vers le doc
- c'est un supplice chinois doc, je subis cruellement les mêmes irritations depuis 6 ans, je veux partir, très loin, au fond de la kitinière et au-delà si c'est possible...
Le doc le regarde, désespéré devant sa détresse, que faire pour rendre l'espoir au vieux matis ? Il sait au fond de lui que Mazenmar s'enfonce de plus en plus dans ses vieux rêves...
- Allez Mazenmar, un cachet de Concensus 2000, ça va bien se passer !
Mazenmar avale le cachet, repars dans ses songes, revoie le Désert profond et les tribus de Fremens (* wink wink *)...du sable glisse dans ses mains...ses yeux se voilent...il n'est plus là.*

Last edited by Vynir (4 years ago)

#229 [en] 

Just my two dappers...

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.

I think that the same is also needed on the road leading West from Yrkanis for much the same reason. While Fairhaven and Pyr are pretty safe, and Zora is okay so long as you leave by the South gate, I lost count of how many fresh-from-Silan Homins I've seen meet an untimely end along that road. Vigourous Gingos/Ragus are fine, and Growling aren't too bad for anyone that completed Silan, but multiple Scowling less than 400m from the gates along the road is a bit much. Level 46 mobs once you get past the Green Seeds camp on your way to Psykopla Knoll is fine, but that close to the city... I've seen more than one player quit as a result of that "challenge", so it might be worth changing.
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.
[/i]
Experience guides opinion, and my experience is different. I did not learn of enchants at all from Silan, nor was there really any discussion of TPs, and Ranged Weapons were a mystery to me aside from seeing a few skills on the skill tree. I learned a lot of what I feel to be very basic information from older players long after doing the missions in Silan. And unlike a lot of newer players, I am an old-school TRPG player who knows and appreciated the value of reading what NPCs say. In fact, I was here a fair while before I realized Silan was merely a tutorial. While some information may technically be there, the presentation needs revamping so that new players can learn without a tutor. It's a lot better than it used to be, but is still a work-in-progress. 

I see Silan as a way to learn the basics and pique the curiousity. While I agree that it should not be "mini-Atys", I also feel that new players that don't get mentored and are merely left in the hands of the NPCs won't even get enough info to get curious. And that is a shame. That's not to say that we should remove all of the mystery (far from it), but the current state of Silan errs on the side of too much mystery. 

On a semi-related note, I think that the "sliding scale" XP rewards system also throws people. Another thing I've seen a lot over the years is questions like, "Why are these Sucking Yubos only giving me 300 XP when I used to get over 1000?". So maybe making it a little more obvious that character growth (XP) is related to relative challenge instead of merely body count would be helpful. 

• 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?".

That seems to be a common misconception. I saw a "How big is the map" video on Youtube that had an episode about Ryzom, and they were also surprised to learn about Mainland.

Last edited by Gidget (4 years ago)

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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.

#230 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (June 14th 2021)


Date: monday, June 14th, 19:30 UTC (21:30 CEST)

Meeting places:
  • Atys, on the public forge channel
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
  • [Feedback] Last patch
  • [Information] CoC update project

#231 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report – June 14, 2021

1 - Feedback about the last patch

Ulukyn (RT) – 19:39 UTC
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?

Silan refactoring

  • If I create a new character, will it be able to benefit from the new Silan, i.e. the new learning system (see Report of April 26, 2021 RF meeting) ?
    Yes, and even the current characters of curious players will also be able to go to Silan for the new training.
  • When will this new learning be available in game?
    The patch that will implement it is still in development, but its interface, as said, will be similar to the lessons currently offered in the Storyline.
  • I think it's important to promote team play, that's the beauty of Ryzom! So, are there any plans to add missions on Silan that will encourage beginners to play together?
    It is not planned to add missions to Silan that are similar to the ones that are already available. But the future lessons in Silan will explain in more detail the advantages, possibilities and controls of playing in teams, guilds, factions, etc. So there will be lessons with simple objectives, for example to group or join a guild.

Rumors and Storyline

  • I had a little trouble understanding the new rumor system. The most confusing for me was to be led to an NPC holding the "What's up?" rumor, get to him/her, right-click, have "What's up?" in the bubble, click on it... and see displayed in the chatbox the explanation of what a hunter (for example) is doing. It took me a little while to figure out that I had to "Ask politely" and then click on the second "What's up?" that then appears.
    Ulukyn answers that the bug is known, that it will be fixed in the next patch, and that until then, NPCs offering a "Who am I?" will no longer be chosen to hold a "What's up?"
  • Collecting rumors by simply following a given path is of little interest to me. So, will the next rumors put into play be easily found by indicating the position of the NPCs holding them or will this indication only be given for old rumors, not found in their time by the player?
    The new rumors will be either in the "What's new? (for most of them) or in the Storyline (for those, regarding the same theme, whose gathering is a mission prescribed by this or that episode. In both cases, the position of the NPC to be asked will be given, but in the second case, the waiting time between two successive rumors will be longer than in the first case.
  • Regarding the Storyline missions, couldn't their in-game description more emphasize that the mission directs you to an NPC who will SURELY give you new information, but that you can complete the mission by asking other NPCs, if you know (or think you know) which ones?
    Yes, this is relevant! But keep in mind that missions from completed Storyline episodes are (and will remain) available to players who were unable (or unwilling) to experience those episodes "live": not offering them a quick option could put them off. So, to answer the question, we could, for example:
    – for the current episode: give the position of the character carrying the next rumor only after 20 hours have passed, thus favoring the "classic" search;
    – for past episodes: give the position of the character holding the next rumor as soon as 20 minutes have passed.

Outposts refactoring

  • Can two guilds that don't have enough people in each of them join together into one for the time of an outpost test battle in Nexus?
    Yes... For now, because it will not be possible later on, since these test battles are actually part of the development of the future outpost system.
  • I find the new features tested on the Nexus outposts very refreshing, but is reducing the time of outpost battles still the objective of the refactoring?
    Yes. The only thing that remains to be determined is the strength of the defending NPCs, as the number of rounds will be reduced as a result.
  • In the last few months on Atys, we have seen several battles that go well beyond 10 rounds. Hence my question: by reducing the time of outpost battles, don't we risk impoverishing the strategies?
    This debate has already taken place. Out of respect for the group that discussed and argued at length and finally reached an agreement, we will not go back on the decisions made. But there are still many points to be refined and your opinions, feedbacks and suggestions are still very welcome.

Allegories with effects

  • Regarding the effects of allegories, is the resurrection mentioned the "natural" one (at the chosen spawn point, once the coma is over) or the provoked one (via the spell cast by a benevolent player)?
    It is the natural one exclusively.
  • I think I already benefited from an allegory effect without my character's stats being all restored to the advertised level. Can this be verified?
    Yes, it will be done as soon as possible, on the Gingo test server.

Miscellaneous

  • Are the new Bosses now active as well?
    They are only active in the Nexus at the moment, and will be active in the Prime Roots after the next patch, and then everywhere on Atys.
  • Prior to the last patch, my alt was rewarded for completing the Storyline prologue, but is now missing three 2607 rumors. Will this be fixed?
    This bug may be specific to you... The best thing for you to do, I think, is to submit a ticket to Asssitance describing it.
  • Will the next patch include the translation file allowing, when acquiring a new skill, to display an intelligible message in the SYS. INFO channel?
    Yes, this will probably be effective at the next server restart (so even before the next patch).

2 - CoC update project

Tamarea (RT) – 20:28 UTC
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 PvP

We 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 hours

The 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 scale

Currently, 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.
  • Will the previous bans for using 4 accounts at the same time be lifted?
    Yes, but only between 22:00 UTC (0:00 CEST) and 05:00 UTC (07:00 CEST) and for 1 month, the time to test. We will then see if we integrate this point in the Code of Conduct.
  • 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.
  • "Two simultaneous accounts limit to all PvP, so to PvP on outposts, in PvP region (Super Nodes and Nexus included), and everywhere on Atys.'' So this is the new rule except between 0:00 and 7:00 CEST, yes? The introduction sentence of point 1 gives another impression. Please confirm.
    Yes, the 2 account limit is extended to all PvP 24 hours a day. The tolerance of 4 accounts (except for PvP) will be tested for 1 month during off-peak hours, so for the moment from 22:00 UTC (0:00 CEST) to 05:00 UTC (07:00 CEST). If the test is successful, we will include this off-peak tolerance in the Code of Conduct.
  • I would like a clarification the count of simultaneous accounts. Both me and my wife have 2 accounts each (she typically only plays 1 at a time). My 2 and her 2 are under different names but logged as same IP address. Just want to make sure this is not a problem.
    In such a case (several accounts that can be used by different members of the same family), you should contact Support to inform them. Because it is necessary that when you are both in game with more than one account, it is clear to everyone that it is not the same person who controls all the accounts.
  • Is multiboxing, though prohibited on Storyline events, allowed on other events? Like OOC ones?
    No, it is not allowed on events.
  • During the off-peak hours, will digging in a PvP zone with 4 accounts be allowed as long as the holder of those 4 accounts does NOT initiate PvP?
    The idea behind this off-peak hours tolerance is to allow players to resume activities that have become impossible due to the low number of players connected during those hours. Yet, drilling is definitely possible with only one account, or, if you use a careplanner, only two accounts. So using 4 accounts for drilling is not necessary.
  • So if you are using 4 accounts in a PvP area and you get attacked, you are not allowed to retaliate, right? Because that would be against the CoC.
    That's true. But, at least the CoC allows you to fight back with two accounts.
  • Will people who have been banned for life when one-year sanction did not exist be allowed to get a reconsideration for their situation?
    Yes, we will be able to review cases upon request. However, of course, only those who could have benefited from the one-year suspension instead of the lifetime ban will be able to win their case.

3 - Off-ttopic questions

  • Two NPCs appeared lately at Marauder Camp: one trades karavan outpost materials for marauder outpost materials and the other provides crafting blueprints for the making of marauder outpost items. Would it be possible to provide the capitals with an NPC of the latter type, or at least allow everyone (and not just Marauders) to purchase his plans at the Marauder Camp, even if it means having to access them under invulnerability.
    Yes, but it is the second suggestion that will be adopted.
  • Is it normal that the Ranger fame for Marauders cannot exceed -50?
    Yes, because it is a dynamic fame, depending on other fames. Thus, a player's fame for Marauders cannot exceed the inverse of his/her fame for nations. Since a Ranger, by definition, has a fame of at least +50 among all nations, his fame for Marauders can never be more than -50.
  • Isn't this a bit of a contradiction with the Ranger roleplay?
    No. Because my previous answer was about gameplay only: Marauding NPCs will mindlessly (obviously) rush any Ranger who would approach them, since a negative fame with a people indicates that the NPCs of that people do not like you (not the other way around).
    On the other hand, fame has no effect on PCs and their roleplay: PCs from one people or faction can always heal and/or revive any PC from another people or faction if they want to, regardless of their fame for the latter people or faction. So it seems to me (the lorists could probably give you a better answer) that Ranger PCs must, if they want to conform to the Ranger creed, heal (or revive) a Marauder PC in trouble (or coma).

The meeting is closed at 21:50 UTC

Last edited by Nilstilar (3 years ago) | Reason: Fixes after Ulukyn's check

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#232 [en] 

Nilstilar
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.

While I understand that it's not intended to be related to nationalities, it is impossible for it to not be related. There is no escaping the fact that the majority of the US is in four different time zones, and Australia is on the other side of the planet. East Coast Americans will only be minorly affected (1800-0100 EDT), but us West Coast Americans (1500-2200 PDT) may have our evenings impacted, and anyone in Australia who works a normal daytime job will simply never see the off-peak hours (0800-1500 AEST; 0600-1300 AWST).

It's worth testing, but my thinking is that there will probably be fewer non-EU players with more than 2 accounts, and that it may be seen by some as a form of favoritism regardless of intent which may have additional repercussions. We won't know for sure without testing, of course. I might be wrong. I hope I'm wrong. We'll see. 

This is a very tricky issue with no easy solutions.

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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.

#233 [en] 

Gidget
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?

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 Elke (3 years ago)

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#234 [en] 

Elke
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.

I fully understand that there will be fewer European quad-boxers, but I have the impression that you do not understand my criticism. And that's fine; I'm far from the most eloquent, and depressingly accustomed to being misunderstood. Let me attempt to clarify my thinking. 

In Eastern US/Canada night time (1800-0100 EDT) four accounts are allowed. No problem. In fact, they make out quite well as they have practically unrestricted quad-boxing privilieges unless they have truly odd sleep schedules. Lifting the restrictions will work as intended. And I will concede that half of the US population is in that time zone, so if you can only pick one time zone to get more North Americans on, that's the one you should pick.

In Western US/Canada afternoon/evening time (1500 to 2200 PDT) four accounts are allowed. Quad-boxers might have to log off two alts at some point, especially if they are night owls who don't go to bed early. It may or may not be worthwhile for them to have more than two accounts, so the effectiveness of lifting the restriction is questionable. If I ran 3-4 accounts, this would make me drop a subscription or two, and I have a hard time believing that there aren't any other left-coasters that feel the same. 

In Australian day time (0800-1500 AEST; 0600-1300 AWST) four accounts are allowed. Except for the people in Western Oz that want to play for an hour or so before work, they will simply never be on when four accounts are allowed except on weekends. And Asians and Pacific Islanders are also in/near the same time zones. It simply would make no sense for them to bother with more than two accounts, period. Just as it makes little sense for European players that generally are not up between midnight and 7. 

So we have something that helps half of North America, doesn't really do much for the other half, and doesn't do a thing for pretty much anyone else around the Pacific Rim. That limits the benefits of allowing four accounts in ways that feed my skepticism. There is also an (unfortunately unavoidable) inequality there that just rubs me the wrong way. Combine that inequality with the dubious effectiveness and you will get pretty close to the reason for my having reservations about this whole thing.Does that clarify anything?

Like I said, I hope to be proven wrong, and we won't know if we don't test it. But if I'm even partially right, I hope that my input will help craft a more effective solution.

Edited 2 times | Last edited by Gidget (3 years ago)

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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.

#235 [en] 

Gidget, I envy your ability to use timezones.

The short of it is that the times were chosen because it's when the population is consistently the lowest. It's definitely not perfect but it is something to try to help fill some gaps in making teams for bosses and other activities. And hopefully a few more homins around if fresh ones need answers. Perhaps it can be expanded after the trial month.

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ErisApple
Homin Reaper Karavan

#236 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (July 12th 2021)


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

Meeting places:
  • Atys, on the public forge channel
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
    -Test of Ryztart, the new Ryzom installer/launcher
    -Upcoming update of the Code of Conduct
    -Events in july and august
    -Recrutement: Event team

Last edited by Tamarea (3 years ago)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#237 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report – July 12, 2021

1 - Test of Ryztart, the new Ryzom installer/launcher

Ulukyn (RT) – 19:39 UTC
I inform you that Ryztart has reached a rather satisfactory stage (even if there are still some small things to be polished and translations that could be missing).
It is now stable enough to propose it in beta version on the Ryzom website, at least the Linux and Windows versions (the Mac version has not been finalized). We will also make a post on the forum to get your feedback. In the meantime I give you here the links for the downloads:
• for Linux >>> https://me.ryzom.com/ryztart_installer_x86_64.tgz
• for Windows >>>  https://me.ryzom.com/ryztart_installer_amd64.exe  (this is only 64b version, for those who are still in 32b, be patient).
It is not necessary to uninstall ryzom_installer, nor even Ryzom, but it is strongly advised to save the folders 0/ 1/ 2/ 3/... which contain your backups and which are located in :
• under Windows >>> C:/Users/<USERNAME>/AppData/Roaming/Ryzom
• under Linux >>> ~/.local/share/Ryzom
You can find more information on the wiki.
That's it for Ryztart. Any questions or comments?
  • I've been testing Ryztart for a while and overall, it's really easier to use, which is great. I have a question though, most of the time I get stuck on "Checking" and I have to restart the installer for it to work. Is this something that has been reported already?
    Yes, several returns and several reasons for it to block (in fact, a crash and it blocks). So I can't assure that everything is correct, there can be particular cases that block. If it happens again you can post it on the test channel or on the forum and I will contact you (don't post a copy of the debug window, it could show sensitive data).
  • Will this new tool be mandatory or will it be possible to do without it? Especially when applying patches?
    Ryztart remains compatible with ryzom_installer. In fact, with the option to patch without using Ryztart, basically everything is possible. Ryztart launches the client with a no-patch option (since it already patches). But the client is still able to patch itself and it is also possible to use the ryzom_patcher.
  • Where are the sources published and under what license?
    You can find them here, under GPL Affero (maybe not the best suited license).

2 - Upcoming update of the Code of Conduct

Tamarea (RT) – 20:05 UTC
We will soon update the Code of Conduct with regard to multiboxing, courtesy rules and sanctions. I will present to you what we will change.
As a reminder, the current Code of Conduct is available here (click on the language flag to change it).
Addition of a penalty scale
Adding (in B. Warnings and sanctions) a penalty scale for ''Major Offence'': 1 week of suspension / 1 month of suspension / 1 year of suspension (NEW) / Permanent ban.
Precision in the Courtesy Rules
Adding (in I.7. Bad behavior on a chat channel of the game (Game server, IRC, forums and Rocket chat included)) homophobic ones to the list of prohibited comments.
[b]Modifications about Multiboxing and PvP & Multiboxing during off-peak hours[b]
Three additions in III.4 Multiboxing, namely:
a) Adding all PvP situations to the list of those subject to limitations: to clarify the code of conduct, we will extend the limit of 2 simultaneous accounts to all PvP, i.e. PvP on outposts, in PvP regions (i.e. including super nodes and the Nexus), and everywhere on Atys.
b) Adding a new paragraph ruling multiboxing during off-peak hours: to allow US players to access the high-level game again and to give us a chance to repopulate the server during US hours, we are currently (until July 15) testing the tolerance of 4 simultaneous accounts for everything but PvP during off-peak hours, from 10pm UTC to 5am UTC (0-7am CEST), so during the hours when it is necessary for proper gameplay. As the community response and the impact on the number of US connections/subscriptions is positive, this rule will be added to the CoC in a few days, as follows.
III.4.4 Multiboxing during off-peak hours
Multiboxing is tolerated for up to four simultaneous accounts for all activities except PvP during the hours when it is a gameplay necessity due to low game server traffic (22h-10h UTC, i.e. 0h-12 CEST).

c) Adding a summary of the multiboxing rules, as follows.
At times when the game server is busy enough - 10:00 UTC-22:00 UTC (12:00 CEST-00:00 CEST)
Multiboxing limited to 2 simultaneous accounts during:
  • PvP
  • Bosses Hunts
  • Marauders bosses assaults
  • Storyline scripted events
Multiboxing tolerated at 4 simultaneous accounts for all other activities.
At times of low game server traffic - 22:00 UTC-10:00 UTC (00:00 CEST-12:00 CEST)
Multiboxing tolerated at 4 simultaneous accounts for all activities except PvP.
Do you have any comments or questions?
  • I would just like two confirmations: kitin invasions are not scripted events and 4 simultaneous accounts are possible at any time?
    Yes. The scripted events are very often missions, and the NPC who gives them displays a Storyline icon. Only exception at the moment: cartographer stones.
  • So, whatever the time, I can have 4 accounts connected at the same time except for the activities mentioned?
    Yes.
  • I just wanted to clarify the rules for PvP. Can you take more than two characters into PvP areas (like Lands of Umbra) as long as you don't engage them all in PvP fight?
    Yes, 4 characters can be in a PvP region at the same time, as long as no more than 2 of them engage in PvP combat. But be careful: only these two can take part in the fight (including healings and resurrections), and in case of defeat, the other two cannot engage in their turn (resume the fight).
  • When the time changes (for Winter time), will the designated times stay on Central European Time?
    I can't answer this right now, but we will make sure that this doesn't penalize those who play at low server traffic times.
  • Should we report offending players to you, or are you able to check if someone is multiboxing while hunting for Kings or any other prohibited activity mentioned?
    If you notice any abuse (more than 2 simultaneous accounts on a King, etc...), you should send a ticket to support@ryzom.com, along with a screenshot or video showing the 3 or 4 characters and the date and time in game (radar or map).
  • If, in a PvP zone, one of my characters gets killed but I don't want to fight in PvP, can I heal my character with a third one?
    This is a special case, and we will think about it in the Support team.

3 - Events in July and August

Tamarea (RT) – 21:03 UTC
As many people are absent in July and August, both among the players and the animators, the Storyline events as well as those of nations and factions usually proposed by the Event Team (one per week) are put on pause until September.
The summer leaves room for player events, mini-bosses, kitin invasions, atmosphere events… Atys Games should be back during the whole month of August.
Any questions?

4 - Recruitment : Event team

Tamarea (RT) – 21:06 UTC
We are looking for volunteers who want to help write event scripts, or wish to become actors by playing a character during the events we play.
Training is provided, and entry into acting is accomplished very progressively to allow time for the recruit to bed in.
Join us to benefit from this unique experience!
To apply, contact Tamarea exclusively at [i]tamarea@ryzom.com[i].

5 - Other issues

(21:07 UTC)
  • What are the plans for the Marauders faction? Is it scheduled to continue to develop it even though it has now very few players (about 5 active)?
    Yes, we continue to develop it, and besides, the next episode of the Storyline will highlight it. If you want to know more about it, you can ask to join the marauder gameplay working group and participate in its development.
  • I know people want new content for Ryzom, but can I ask, on behalf of many players, that the Encyclopedia quests be reviewed, please (many are buggy and some are completely out of order)?
    We have made some progress on this by preparing a tool that will make it easier to add to the Encyclopedia.
  • About the Marauders... Will the light and medium bosses ever arrive? And could the loot for light bosses include pants and robes, or are those items reserved for those of the Event Team? And couldn't we change the colors of the marauding dresses that can currently be earned (via PvP points) to blue, white, black and red? And finally include the robes of the colors of the other current bosses in the loot dropped by Dante and Pei-Ruz?
    These are interesting questions, could you post them on the Ryzom ideas forum please?
  • When will we have the Trytonist faction?
    The Trytonist game can of course be done in roleplay, but we don't plan to develop it in gameplay.
The meeting is closed at 21:48 UTC

Edited 5 times | Last edited by Nilstilar (3 years ago) | Reason: FR typo

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