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#231 Multilingual 

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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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#238 [en] 

Regarding new players in Silan - a huge part of why i kept playing more than a week is that at the time there were advanced players there who spent most of their time helping the noobs. I met them almost instantly. It gave me a sense that this was a community. I know many people still help the newcomers in silan, but we should remember to encourage these silan mentors for the work they do to keep people playing. Perhaps even make mentoring an official thing?

#239 Multilingual 

J’ai aussi l’agréable souvenir d’avoir été aidée sur Silan par quelques joueurs qui m’ont reçu d’une façon exceptionnelle. Avec de la rigueur et du sérieux, ils m’ont conseillé pour pouvoir avancer dans le jeu. Je ne citerai pas leurs noms car j’ai peur d’oublier quelqu’un. Mais je suis complètement d’accord avec l’idée d’un « mentoring », leur dévouement et gentillesse ne mérite que gratitude.

#240 [en] 

Jorgensen
Regarding new players in Silan - a huge part of why i kept playing more than a week is that at the time there were advanced players there who spent most of their time helping the noobs. I met them almost instantly. It gave me a sense that this was a community. I know many people still help the newcomers in silan, but we should remember to encourage these silan mentors for the work they do to keep people playing. Perhaps even make mentoring an official thing?
a + on the mentoring part, but what 'reward' or benefit should they get?
maybe an 'invite' to become a mentor, resulting in a better experience share when teamed up (like not having the exp dropped to half if you are teamed with your mentor)

in truth tho, this is discouraged by the players themselves, old players to be exact, don't ask me to drop names, you know they are out there.

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SW.Dulla

#241 Multilingual 

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Ryzom Forge meeting (September 20th 2021)


Date: monday, September 20th, 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
    - Ryzom installer/launcher: RyZtart
    - Wiki: Forge portal update
    - Next patch: Kitinlair occupations, Boss refactoring, Marauder gameplay
    - OP refactoring
    - Recrutement: Event team, Support Team, Translation team

---

Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#242 Multilingual 

Multilingual | English | [Français]

Compte-Rendu de la réunion de Ryzom Forge – 21 September 2021

Installeur/lanceur de Ryzom : RyZtart


Donc ryztart a été mis par défaut pour Windows et Linux. Pour Mac je continue le développement (qui avance doucement).
Une annonce a été mise sur le forum : https://app.ryzom.com/app_forum/index.php?page=topic/view/31832/1 .
Tout retour est le bienvenu. De plus sur l'annonce nous cherchons aussi des développeurs python/web qui aimeraient participer à la création de modules pour facilité la vie des joueurs.

Q : RyZtart n'a pas fonctionné chez moi (arch linux), j'ai dû passer par Steam. Serait-il possible de développer des AUR, des .deb ou des .rpm ?
R : Toute contribution est la bienvenue. Gérer tous les packages n'est pas une chose aisée. Un aur je pourrais faire, le reste je ne sais pas.
Q : Combien de temps peut-on garder le système existant ? Il fonctionnera aux prochains patchs ? Ou il faut que j'installe RyZtart dès maintenant ? (Linux ici).
R : Il existe 3 façons de lancer le jeu :
1 - Lancer l'exe et tout avoir sur un seul dossier (la très ancienne méthode)
2 - Lancer ryzom installer
3 - Lancer ryztart
les 3 fonctionnent avec le même systême de patch et continueront donc de fonctionner.
Toutefois, s'il y a des soucis de patchs, dans la majeur partie des cas, Ryztart corrigera le soucis.
Du fais que Ryztart patch lui même le jeu, là ou les méthodes 1 et 2 utilisent le client pour s'auto patcher.
Si ça loupe ... Le patch n'est plus possible.
Par contre, le ryzom installer ne sera de se fait plus mis à jour.

Q : Ryztart séparera la partie : Atys, Yubo et Gingo dans les fichiers save ?
R : De la même façon que le fait le ryzom installer. La compatibilité est à 100%.
Si vous utilisez RyZtart, puis que vous passez sur ryzom installer, celui ci pourra patcher aussi le jeu et inversement.

Q : j'utilise la méthode 1 et Steam pour patcher mes fichiers. Dois-je passer au nouvel installateur ?
R : C'est original comme façon de faire mais ça marche aussi très bien. Donc aucune raison de changer.
Q : Je parle de ces pauvres victimes de Windows 10 et de leurs étranges cartes son : l'ancien installateur avait un bouton pour appeler l'ancien configurateur Ryzom où il est possible de régler le pilote du son - FMod, etc.
R : Il a été rajouté il y a deux jours.
Q : Je suis toujours sous Windows 7. Est-ce que le nouvel installateur pourra être utilisé ?
R : Normalement oui. Mais s'il y a un souci, contactez moi.
Q : L'ancien installateur fonctionnait bien. Pourquoi l'avoir changé ? Simple curiosité.
R : Pour pleins de raisons.
Mais la principal c'est qu'il ne patchait pas le jeu.
Le patch du jeu était à la charge du client lui-même, ce n'est jamais une bonne chose.
Si le client rate le patch, il n'y a plus de moyen de patcher.
Ou alors passer par le patcher à part mais qui ne marche que pour Atys.
La deuxieme raison, c'est que le ryzom installer est une galère pour gérer les accès aux serveurs de tests.
On peut passer des après-midi pour essayer d'ajouter le serveur Yubo ou le serveur Gingo.

Q : Gingo, Yubo ... Ce sont tous des serveurs de test ?
R : Oui.

Wiki : Mise à jour du portail de la Forge


Nous allons remettre un peu à jour la page du wiki de la Forge.
Surtout que nous avons pu simplifier quelques processus et installation grâce au travail de ryzom core (en particulier Kaetemi).
Je vous présente la maquette du nouveau portail : https://en.wiki.ryzom.com/wiki/NewForge .
Les liens sont des placeholders, c'est essentiellement pour présenter la nouvel vision du wiki Forge.
Avec l'idée d'orienté le joueur en fonction de ce qu'il sait ou aimerait faire.
Nous essayerons d'ajouter le maximum d'informations sachant que pour les nouveaux contributeur, trouver de la documentation est plus difficile que de monter toutes les branches de création de bijoux ...

Q : Build le client et le serveur est-il toujours autant une galère ou c'est devenu plus simple ? Je sais que c'était un point bloquant pour certaines personnes il y a quelques années.
Surtout lancer un ryzomcore server opérationel plutôt que la compilation elle-même.
Pourquoi ne pas fournir des primitives de base pour avoir un ryzomcore fonctionnel ? Je pense par exemple aux anciennes zone de départ raciale.

R : Le build client se fait maintenant via un petit script sous Windows, le même script sera adapter à Linux.
Pour ce qui est du serveur, le build est aussi simple, mais ... La mise en place d'un serveur plus compliqué, surtout que cela nécessite des datas privées.
Mais ryzomcore fourni une archive complète, clef en main pour lancer un serveur core.
Ce qui dans la grande majorité des cas suffira.

Q : Les données rudimentaires n'étaient-elles pas disponibles depuis Silan lorsque le client/serveur est devenu open source ? Sont-elles toujours disponibles ?
R : C'est encore disponible et ryzomcore ajoute des données manquantes en continue.

Prochain patch : métiers de la Kitinière, Boss refactoring, Marauder gameplay


Le prochain patch sera accompagné d'une longue opération de migration qui bloquera la journée complète.
Nous allons en effet mettre à jour le serveur web et tous ses composants.
Pour cela, nous allons le faire en 3 étapes :
1 - Migration de la base de donnée du jeu et du webig vers un serveur déjà à jour (et vérifier si tout se passe bien)
2 - Tester le code sur un serveur déjà à jour (et vérifier si le code est toujours fonctionnel)
3 - Mettre à jour le serveur web
Dans les prochains jours nous procéderons à l'étape 1.
Les étapes 2 et 3 étant prévues pour plus tard.
Nous profiterons de ce jour de patch pour ajouter les derniers mini camps Maraudeurs, déplacer les PNJs et objets des métiers kitinières dans la kitinière et ajouter les nouveaux rois dans les primes (projet boss refactoring).
Les métiers ont 2 élements, un PNJ qui donne le métier et les missions.
Et un élément ciblable qui permet de créer les produits de métiers.
Ce sont les PNJs et cet élément qui vont être déplacés.
Donc les PNJs et la table seront maintenant en direct dans kitinière.
J'ai oublié de préciser que nous allons mettre en place les rois dans les primes et que l'étape suivante sera de finaliser le projet en les ajoutants sur tout Atys

Q : Cela veut-il dire que les tables de larviculteur et de parcheminier seront déplacées dans la kitinière ?
R : Oui.
Q : Les rois existants des primes seront supprimés ? Les nouveaux rois de primes changeront-ils ?
R : Je vous invite à consulter ce post : https://app.ryzom.com/app_forum/index.php?page=topic/view/31743/1 qui explique en détail le projet boss refactoring.
Q : Y a-t-il une date limite approximative ? Une date de mise à jour ? Il serait bon de connaître la date approximative afin de pouvoir la planifier un peu.
R : Si tout se passe comme prévu, le patch avec fermeture d'Atys toute la journée aura lieu en début de semaine prochaine.
Nous vous tiendrons bien sûr informés dès que nous connaîtrons la date précise.

Q : Pour les nouveaux rois : il y aura aussi des nouveaux rois dans la kitinière ?
R : Il n'est pas prévu pour le moment de nouveaux rois dans la kitinière.
Q : Rocket Chat restera-t-il ouvert ?
R : Nous ouvrirons le Discord de Ryzom afin de pouvoir y communiquer avec vous pendant qu'Atys et Rocket Chat seront fermés. Le lien sera donné sur le forum.
Le Discord de Ryzom sera ouvert ce week-end. Le lien sera donné sur le forum et sera visible sur la page de connexion à Atys pendant la maintenance.

OP refactoring


Depuis quelques semaines les tests sont en cours au Nexus.
Des informations que l'on a cela semble pas mal équilibré, mais nous aimerions avoir des retours (ici, en forum ou sur le canal du projet).
L'idée étant de valider cette étape pour passer à la suivante, celle du GvG (guilde contre guilde) qui demandera un paramétrage différent des PNJs.

Q : Un contexte sur OP refactoring, ou des liens sur des forums que nous pouvons lire sur le sujet ?
R : https://app.ryzom.com/app_forum/index.php?page=topic/view/29200/5 0 .
Q : Certains gardes se tiennent derrière des montagnes dans des endroits difficiles d'accès. Vous pourriez peut-être vérifier à nouveau toutes les positions ?
R : Je vais faire mon mea-culpa, c'est moi qui les ai mis là pour voir un peu la tête que feraient les joueurs. Aucun soucis à les déplacer.

Recrutement : Event team, Support team, Translation team


ÉQUIPE SUPPORT
L’équipe de Support reprend sa campagne de recrutement.
Nous avons besoin de vous, de votre disponibilité, de vos connaissances techniques et gameplay du jeu mais aussi de votre diplomatie, afin d'agrandir nos rangs et de répondre au mieux aux attentes des joueurs.
En tant que CSR, vous aurez diverses tâches à accomplir parmi celles pour lesquelles vous vous sentirez le plus à l'aise :
- Assistance informatique auprès des joueurs : les aider à faire fonctionner le jeu correctement sous Windows, Linux ou Mac ;
- Assistance technique : répondre aux questions des joueurs portant sur l'utilisation du client et sur des problèmes relevant du gameplay ;
- Traitement des bugs : aider les joueurs faisant face à un bug, vérifier les bugs remontés par le système de tickets et les transmettre ensuite à l'équipe de Développement ;
- Rôle de testeur sur le serveur de test ;
- Veillez au bon respect du règlement du jeu ;
- Modération des canaux de discussions, des forums et de tout autre support utilisé par Ryzom.
Pour en savoir plus, veuillez consulter ce post : https://app.ryzom.com/app_forum/index.php?page=topic/view/22047/2 #2 .
Pour postuler, contactez exclusivement Tamarea à tamarea@ryzom.com

EVENT TEAM
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 tamarea@ryzom.com

ÉQUIPE TRADUCTION
Nous cherchons des bénévoles afin de traduire des textes en jeu et des annonces officielles en anglais, allemand, espagnol, russe, français, ainsi que pour effectuer la relecture de textes.
Pour postuler, contactez exclusivement Tamarea à tamarea@ryzom.com

Edited 3 times | Last edited by Jadeyn (3 years ago)

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Jadeyn | Senior Game Master | Polyglot/Multilingual
Ryzom Support Team

#243 [en] 

Jadeyn
Q : Is building the client and server still a pain in the ass or has it become easier ? I know this was a sticking point for some people a few years ago.
Especially running an operational ryzomcore server rather than the build itself.
Why not provide some basic primitives to have a working ryzomcore ? I'm thinking for example of the old racial start zone.

A : The client build is now done via a small script on Windows, the same script will be adapted to Linux.
As for the server, the build is also simple, but ... The server build is more complicated, especially since it requires private datas.
But ryzomcore provides a complete archive, turnkey to launch a core server.
Which in the vast majority of cases will suffice.

You can link to this directly, and you're welcome. (This is still in preview, so please share any issues.)

https://wiki.ryzom.dev/development/quickstart_windows

The package provides not only the server & client development environment, but the complete graphics and leveldesign pipeline.

It only takes about an hour to set up a local development environment and shard.

We'd love to see the old islands fully released, but WG so far won't allow us. They are empty for now.

Jadeyn
Q : Wasn't the rudimentary data available from Silan when the client/server became open source ? Is it still available ?
A : It is still available and ryzomcore is adding missing data continuously.

We only have permission to release data that does not contain any unreleased balancing or mob placement data, and only the essentials to make the assets, client and server fully build and run.

Landscape can be fully built now. We painstakingly restored several missing source assets for the Ring landscape that were lost in the transition from Gameforge to WG. (And in the process fixed some islands that were broken in the original build.)

Additionally, a group of disgruntled ex-players is working on creating tools and spreadsheets to generate new data procedurally. Currently all mobs and equipment items are usable, allowing you to create your own world using both World Editor and the Ring. Player actions and materials are not yet available and still in the works.

***DEL*** irrelevant.

Edited 6 times | Last edited by Tykus (3 years ago)

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Kaetemi

#244 [en] 

Kaetemi
Currently all mobs and equipment items are usable, allowing you to create your own world using both World Editor and the Ring. Player actions and materials are not yet available and still in the works.

I'm following this project for a while and I had tears in my eyes seeing (a more or less empty) ring shard working on my own machine! I miss this game mechanic so much and I am very thankful to all the people involved who fixed the many issues this project had.

I hope to see some of these mechanics return to the main game again, esp. for roleplay and / or events this could add some excitement granted the tools and shard is stable with a larger group of players.

I'm excited for Ryzom to see so many new projects appearing, interest in the game is still strong.

arc

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#245 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (October 4th 2021)


Date: monday, October 4th, 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
  • Database migration and webIg server change
  • Feedbacks on the Patch: Kitinlair occupations, Boss refactoring, Marauder gameplay
  • Recrutement: Event team, Support Team, Translation team

Edited 2 times | Last edited by Ghost of Atys (3 years ago)

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