#224 Added by Tamarea 4 years ago
Agenda[Presentation] Ryzom's marketing plan: increase player loyalty[Presentation] Silan Refactoring project
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#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 4 years ago
Last edited by Vynir (4 years ago)
#229 Added by Gidget 4 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 (4 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
#236 Added by Tamarea 3 years ago
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)
#237 Added by Nilstilar 3 years ago
Je vous informe que Ryztart est arrivé a un stade plutot satisfaisant (même s'il reste quelques petites choses à paufiner et traductions qui pourraient manquer).Il est désormais assez stable pour le proposer en version beta sur le site web de Ryzom, du moins les version Linux et Windows (la version Mac n'as pas été finalisée). Nous ferons également un post sur le forum pour avoir vos retours. En attendant je vous donne ici les liens pour les téléchargements :• pour Linux >>> https://me.ryzom.com/ryztart_installer_x86_64.tgz • pour Windows >>> https://me.ryzom.com/ryztart_installer_amd64.exe (il ne s'agit que de version 64b, pour ceux si sont encore en 32b, patience).Il n'est pas nécessaire de désinstaller ryzom_installer, ni même Ryzom, mais il est par contre fortement conseillé de sauvegarder les dossiers 0/ 1/ 2/ 3/… qui contiennent vos sauvegardes et qui se trouvent dans : • sous Windows >>> C:/Users/<USERNAME>/AppData/Roaming/Ryzom• sous Linux >>> ~/.local/share/RyzomVous trouverez plus d'informations sur le wiki.Voilà pour Ryztart. Des questions ou des commentaires ?
Nous allons mettre d'ici peu le Code de Conduite à jour au niveau de la partie concernant le ''Multiboxing'', les règles de courtoisie et les sanctions. Je vais vous présenter ce que nous allons changer.Pour rappel, l'actuel Code de Conduite est consultable ici (cliquez sur le drapeau de langue pour en changer).Ajout d'une échelle de pénalitésAjout (dans B. Avertissements et sanctions) d'une échelle de sanctions pour « infraction majeure »' : 1 semaine de suspension / 1 mois de suspension / 1 an de suspension (NOUVEAU) / Interdiction définitive.Précision dans les règles de courtoisieAjout (dans I.7. Mauvais comportement sur un canal de discussion du jeu (serveur de jeu, IRC, forums et Rocket chat inclus)) de ceux homophobes dans la liste des propos prohibés.[b]Modifications concernant le Multiboxing et le PvP & Multiboxing pendant les heures creuses[b]Trois ajouts dans III.4 Multiboxing, à savoir :a) Ajout de toutes les situations JcJ à la liste de celles soumise à limitations : pour clarifier le code de conduite, nous allons étendre la limite de 2 comptes simultanés à tout le JcJ, donc au JcJ sur les avant-postes, dans les régions JcJ (c'est-à-dire y compris les spots magiques et le Nexus), et partout sur Atys.b) Ajout d'un nouveau paragraphe régissant le multiboxing pendant les heures creuses : pour permettre aux joueurs américains d'accéder à nouveau au jeu de haut niveau et pour nous donner une chance de repeupler le serveur pendant les heures américaines, nous testons actuellement (jusqu'au 15 juillet) la tolérance de 4 comptes simultanés pour tout sauf le JcJ pendant les heures creuses, de 22h UTC à 5h UTC (0h-7h CEST), donc pendant les heures où c'est nécessaire pour un gameplay correct. Comme l'accueil de la communauté et l'impact sur le nombre de connexions/abonnements américains sont positifs, cette règle sera ajoutée au CdC dans quelques jours, comme suit.III.4.4 Multiboxing pendant les heures creusesLe multiboxing est toléré pour un maximum de quatre comptes simultanés pour toutes les activités, à l'exception du JcJ, pendant les heures où il s'agit d'une nécessité de jeu en raison du faible trafic sur les serveurs de jeu (22h-10h UTC, c'est-à-dire 0h-12h CEST).c) Ajout d'un résumé des règles du multiboxing, comme suit.Aux heures où le serveur de jeu est suffisamment fréquenté - 10:00 UTC-22:00 UTC (12:00 CEST-00:00 CEST)Multiboxing limité à 2 comptes simultanés pendant : • JcJ • Chasse aux Rois • Assaut des Boss Maraudeurs • Événements scénarisés de la StorylineMultiboxing toléré à 4 comptes simultanés pour toute autre autre activité.Aux heures de faible trafic du serveur de jeu - 22:00 UTC-10:00 UTC (00:00 CEST-12:00 CEST)Multiboxing toléré à 4 comptes simultanés pour toutes activités sauf JcJ.Vous avez des commentaires ou des questions ?
Comme il y a beaucoup d'absents en juillet et août, tant parmi les joueurs que les animateurs, les events de la Storyline ainsi que les events de nations et factions habituellement proposés par l'Équipe d'animation (un par semaine) sont mis en pause jusqu'en septembre.L'été laisse la place aux events joueurs, aux mini-boss, invasions kitines, events d'ambiance… Les Jeux d'Atys devraient être de retour pendant tout le mois d'août.Des questions ?
Nous cherchons des bénévoles souhaitant aider à écrire des scénarios d'event, ou bien souhaitant devenir acteurs en incarnant un personnage lors des events que nous jouons.La formation est assurée, et l'entrée dans le jeu d'acteur se fait très progressivement pour laisser le temps à la recrue de prendre ses marques.Rejoignez-nous pour bénéficier de cette expérience unique !Pour postuler, contactez exclusivement Tamarea à [i]tamarea@ryzom.com[i].
Edited 5 times | Last edited by Nilstilar (3 years ago) | Reason: FR typo
#238 Added by Jorgensen 3 years ago
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