#252 Added by Magez 3 years ago
MagezIt would tho, any ryzom player playing another game is taken away from playing ryzom.Look at the resurgence of CP2020 when Cyberpunk 2077 came out and you'll see how wrong that is. It's a little different there since CP2077 is not an MMO so many peopel will stop playing after beating it a few times, but my point that it's not a zero-sum equation remains.
It would tho, any ryzom player playing another game is taken away from playing ryzom.
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#253 Added by Kaetemi 3 years ago
but what i mean is time cannot be spend on both at the same time, spending those 1-2 hours on the board game are 1-2 hours that you are not present/active/engaged into ryzom
Edited 2 times | Last edited by Tykus (3 years ago)
#254 Added by Kaetemi 3 years ago
dev-time and resources spend there could have been spend on the main attraction
Edited 3 times | Last edited by Tykus (3 years ago)
#255 Added by Sinvaders 3 years ago
Regarding the board game itself, i understand the 'fun' but not the benefit of it, the splitting of players activity/time aside, dev-time and resources spend there could have been spend on the main attraction, i also fail to see how it will attract new players besides circles of friends that likely would have already mentioned ryzom if there was interest among them (i hope), in the case of marketing i have doubts and raise the question why marketing ryzom isn't done more in stead and in the case marketing ryzom is already exhausted i fail to see why the board game would then raise new players in its place.
#256 Added by Magez 3 years ago
The person behind this tabletop rpg project is already active in the Lore Team. He is not a developer of the game. So his time wouldn't have been spent on development. Working on a tabletop rpg is a good continuation of the lorist work: it will use the existing lore and extend it.It is NOT a marketing project too, it's a tabletop rpg that a passionate is making and wants to share it with the community.
#257 Added by Ghost of Atys 3 years ago
AgendaUpdate on recent crashesFeedback on the Client's beta testsFeedback on Boss refactoringProgress on OP refactoring (GvG)
#258 Added by Nilstilar 3 years ago
Let's talk a little about the recent server problems, there have been several.The first problem, the most critical, was quite particular and could crash any Ryzom service. Indeed, a Ryzom server is composed of many services which manage an aspect of the game: the EGS which manages the entities (NPC, creatures, actions, etc...), the IOS manages texts and chats and other smaller services but whose role is also important. Now, the bug could occur in one of these services and up to 2-3 times a day, which depending on the service that crashed could cause chain reactions (and therefore a server that crashes completely). The reason of the crash is a bit technical (I could give more details if needed) but a fix was applied and since then none of the services crashed because of this bug.Another bug has finally been fixed. This is one of the oldest known bugs in the game. We suspected that it came from the missions and we had a hunch that it only happened with characters returning to the game after a long absence. We were able to investigate this bug because we unintentionally caused it by moving occupations into Kitins' Lair. This maneuver, in fact, unknowingly caused the aliases (identification numbers saved in the character's file kept by the server) of the missions concerned to change. Now, if a mission changes aliases and a player has kept the old alias in the character's save file on his own machine, the server will crash as soon as the character in question is loaded. This is because aliases were not originally designed to be changeable... no one anticipated that some missions would be moved from one continent to another. Finally, this diagnosis made it easier to find and fix the bug and the unfortunate player who was crashing the server every time he tried to log was finally able to join Atys without a hitch.A third bug has been identified in the IOS, which occurs quite rarely. We made the hypothesis that it occurred when a message was sent by the server on a dynamic chat channel, at the same time as one of the players disconnected and added several checks to avoid this conjunction. For the moment, no new crashes have been reported. We keep an eye on it though.Finally, the last bugs (which cause slowdowns and huge delays in sending messages) occur when the SU crashes (SU = Shard Unifier, a service especially useful when several servers are running - like Aniro, Arispotle and Leanon - or when Ring sessions are active). We have already fixed one of them, the fixing of another is in progress. We will strengthen the part of SU code that handles database writing.That's it for the information about the recent crashes. Are there any questions?
See forum.We need as much feedback as possible, because the timing of the next patch depends on it: the sooner we validate the beta client, the sooner we will patch the new features.So, are there people who have been able to play with the beta client regularly?
See forum.What are your feedbacks, especially about the new algorithm of spawn of Bosses?We would like, indeed, to know if its activation in all regions of Atys is now possible or if it still needs some adjustments.
The project is pretty well advanced.We are running the last alpha tests and the tests on the test servers (Yubo & Gingo) should start soon. At the moment they are focusing on new GvG outposts in zones 50 and will allow us to determine if the NPC setting is good (it is at its minimum, but fighting a guild and NPCs simultaneously can be a bit of a challenge).During this GvG test, we will move forward with the rest of the project. Some of the changes that are already ready, such as reducing the duration of battles to 1 hour and lowering the cost of attacks, could be implemented quickly. The rotation of materials and the taking of outposts by hostile NPC tribes would then come in a later phase of project development.We agreed to give the project a boost over the next two months.
Edited 5 times | Last edited by Nilstilar (3 years ago) | Reason: Typos
#259 Added by Kaetemi 3 years ago
***DEL***Against the CoC, see: https://en.wiki.ryzom.com/wiki/Ryzom_Code_of_ConductI.2. Slander or rumour about a Ryzom Team member or Winch Gate(Major/Minor offence: depending on the degree, the Support Team will decide on each case)Spreading rumours, false accusations or lies against a member of the Ryzom Team or against Winch Gate, in order to harm them or their reputation or honour, is strictly prohibited.The Support team reserves the right to make appropriate decisions based on the seriousness of the facts.
Edited 3 times | Last edited by Kaetemi (3 years ago)
#260 Added by Ghost of Atys 3 years ago
AgendaUpdate on dev toolsJanuary patches presentationSilan refactoringBoss refactoringOP refactoring
#261 Added by Nilstilar 3 years ago
I'm going to come back to the year 2021, which has been the year of consolidation if you will.We have indeed updated quite a few things, on the one hand the servers, the webIG and the client code (with the merging of the code of Ryzom Core 4), but also the compilation process which is now based on Visual C++ 2019 for Windows. In addition a tool, Hunter, has been implemented by Nimetu (RT) to compile the whole more easily.Beyond the tools, the past year has also seen the developer team update its way of working: we now use gitlab more for bugs, communication and patch management and we are very satisfied with it... Wondering why we didn't do it earlier! There is one last thing to do: joining our server and data client repositories with the ryzom-core repository, so that the development process will be even easier.We have also worked on enriching our collection of generic or model-based systems.This is the case, for example, of the "shops" which are increasingly (and will be in the future massively) used to make items or services available in game (for example, purchases in Elyps, whether from Nations merchants, grooms or Allegory carvers NPCs). This is also the case for the Lessons, which are the basis of the information transmitted to players in-game, as well as for the Encyclopedia window (ctrl+E), which includes the Daily Missions, the Storyline, the future tutorial and, recently, the titles, all of which are (or will be) based on the same model.As a result, we have (and will have) fewer systems to maintain, thus fewer bugs, and we will be able to concentrate our efforts on three main tasks. Namely:• completion of the three refactoring projects (Silan, Bosses, Outposts) ;• Storyline's ongoing and the addition of content that has yet to be completed (e.g. Supreme Tokens);• bugs' fixing and improvement of the client (by the way, the year 2022 will start with a patch – currently in test – illustrating this point).
As Ulukyn mentioned, one of our goals for 2022 is to improve the player experience through fixing bugs or bettering the client. The first patch of January will do exactly this.The first change we made was to the system for trading between player characters. More generally, we've tried to improve the process of item trading, because it's not the best at the moment. In addition to changing and simplifying the layout of the trade window, we added two more slots for items. It was mainly the exchanges of jewel sets that led us to this last change.Another change we've made to the player trade window is the ability to drag and drop items into the window from all of your inventories. This way, if you want to trade items carried by your Zig, you won't have to transfer them to your bag first, thus interrupting the trade to complete it later. Note: In order not to clutter up the item selection window, this one won't show you items from other inventories and this function will only operate by drag and drop.The final change to the trade window presented to each player is the addition of item bulk and weight indicators. In fact, a small indicator (similar to the one in the upper right corner of your inventories) will be displayed next to both offers, which will show the weight and bulk of the items given and received. All this in the hope of making the exchanges a little more fluid.Then, stacking of items. Anyone who has fought in PvP knows what it feels like to have an inventory cluttered with crystallized spells. From now on, crystallized spells of the same stanza (or identical stanza) will automatically stack in the inventory where they are stored. As the same clutter currently occurs in the bag of working crafters, identical items produced will now automatically stack in the inventory.Any questions so far?
Let's move on to fixes.I have to say that this patch is quite big, so I'm leaving out some small details. You'll get the surprise when the patchnote will be released!We have a lot of fixes in this patch, especially concerning the Zigs:• fix of the bug that gave them the wrong status when they were hosted in bags;• addition of their inventories as tabs in the commercial windows of merchant NPCs;• addition of the ability to transfer items directly from their inventory to your apartment's and guild hall's inventory;• fixed the malfunction of locking/unlocking items in their inventory.By the way, the lock status of items will now be displayed in your apartment and guild hall inventory.Any questions?
I redesigned the tutorial after several opinions from the first testers, and it is now more intuitive and interactive. The feedback about the first two lessons is quite positive. So I'm going to continue and I hope it will really help new players to get their bearings.I take this opportunity to remind you that the test team is recruiting. So, if you want to test either the patch implementing the additions to the client, or the first lessons of the tutorial, you are welcome.
Boss refactoring will soon be applied all over Atys Atys. However, the work is bound to continue, though we haven't yet determined exactly what we'll be working on. But we'd love to make hunting for Bosses a most funny activity on Ryzom.One of the ideas that has come up among us, so that players can escape routine and their tactical skills can flourish, is the one of providing each of the current Bosses their own defense mechanics. That's the idea which originated this refactoring project… and gave it its first name: "Boss in the Box".If you have other ideas, please feel free to post them in the forum under the meeting report.Any questions ?
We have been able to make progress on GvG, but its introduction seems interesting only if accompanied by the planned changes on all Outposts.That's why we are planning to make several changes at the same time. Namely:• reducing the duration of battles to one hour (already tested in Nexus);• rotation of raw materials produced by each outpost every N days (to be determined), via server reboot;• suppression of the production of Q50 and Q100 materials;• addition of four outposts in level 50 regions for testing GvG battles.After that, another patch will implement the last changes, as the project is well advanced thanks to the full-scale tests on the Atys server.Any questions?
Last edited by Nilstilar (3 years ago) | Reason: FR typos
#262 Added by Ghost of Atys 3 years ago
Ordre du jourProchain patch de contenuBoutique RywardsRyzhomeRoue de la FortuneEnchantements éphémèresContenu Storyline
Last edited by Ghost of Atys (3 years ago)
#263 Added by Kaetemi 3 years ago
Last edited by Tykus (3 years ago)
#264 Added by Kaetemi 3 years ago
#265 Added by Jadeyn 3 years ago
Je vais donc parler de la boutique Rywards qui remplacera du coup Rykea et la section Ryzhome du sac special (y en a des Ry xD).Voici une capture d'écran : https://app.ryzom.com/app_web_assets/assets/694863/Clipboard%20-% 207%20f%C3%A9vrier%202022%2021%2043%281%29.png.Il s'agit donc d'une nouvelle page de la fenêtre shift + E.Il y aura à la fois donc une liste d'objets d'appartement classés en fonction des catégories déjà connues via les titres mais aussi de collections à compléter.Chaque collection terminée donnant lieu à une récompense unique (toujours d'appartement).Il y aura aussi la liste des objets déjà obtenue avec une pré-visualisation 3D.Et l'information indiquant le nombre d'objets en sa possesion (donc les doublons) et combien sont posés dans l'appartement.
L'autre particularité de la boutique c'est que l'on pourra savoir ce qu'il faut pour obtenir chaque objet.Parfois (comme sur le screen) ils ne seront disponibles qu'en gain via la roue.Parfois en évènement spécial.Et d'autres fois il sera indiqué quel type de ticket est nécessaire.Les tickets Rywards étant les plus communs et génériques, ils permettront d'acheter de nombreux objets, notamment ceux des autres nations.Avec parfois des couleurs ou des textures différentes.Enfin, si vous avez des doublons, vous pourrez les convertir en tickets Rywards et donc acheter des objets de votre choix.Ainsi, obtenir des doublons à la roue, permet de les convertir en tickets Rywards qui permet alors d'acheter des objets.Plus tard, d'autres récompenses viendront compléter la boutique.Comme des perruques, des tenues ou autres objets purement esthétiques.Nous suivons différentes pistes afin d'ajouter des choses cosmétiques sympas, comme de nouveaux FX d'afk, des animations, etc ...Y a-t-il des questions, suggestions, remarques ?
Passons donc à la suite qui concerne Ryzhome et donc les appartements.Et je vais pouvoir donner la proposition d'ajout.L'idée c'est de pouvoir faire des configurations d'appartement.Et donc de pouvoir avoir plusieurs configurations d'objets et de choisir celle que l'on souhaite afficher.Par exemple une configuration pourrait contenir tous les objets de Noël.Une autre ceux d'Anlor Winn.
Enfin il sera possible de donner des items a sa guilde pour la décoration du hall de guilde.Et là pour le coup ... Va falloir remplir.Des questions ?Si pas de questions, passons à la suite.Mais avant, petite précision, il sera également possible avec des Tickets Rywards d'acheter des jetons suprêmes pour la roue.Ce qui du coup tombe assez bien puisqu'il vont être ajoutés prochainement.Les jetons permettront de gagner une récompense à coup sûr, mais évidement, certaines seront plus rares que d'autres.Mais les jetons suprêmes pourront également servir à acheter des tickets Rywards faisant ainsi un cycle.Vous aurez alors le choix entre, jouer des jetons suprêmes à la roue et gagner une récompense sûre, mais pas forcément celle que vous souhaitez.Soit convertir les jetons en ticket Ryward et vous offrir une récompense de votre choix.Ainsi les récompenses ne seront plus systématiquement le fruit du hasard.De plus, de la même manière que les objets d'appartement, les doublons des objets gagnés à la roue pourront être convertis.Donc morceaux de zig ou montures, coiffures, etc ... Ne les jetez pas, recyclez, c'est bon pour Atys !Si vous avez des idées de cadeaux, nous sommes toujours friands de suggestions.Et si vous faites un peu de 3D avec blender, sachez que l'on peut vous aider à intégrer des objets dans le jeu. (Sous licence CC-by-SA avec crédits a votre nom ou pseudo si vous le souhaitez).Des questions ?Et si pas de question, on passe à la suite.On vient de parler de récompenses esthétiques, nous avons aussi prévu du contenu plus gameplay.À commencer par les enchantements éphémères.Il s'agit d'enchantement de sorts qui ne pourront être obtenus que via des PNJs ou bâtiments.Ils pourront s'empiler et prendront la même place que les actuels.Lorsque l'on enchante une arme avec un enchantement éphémère l'arme se charge entièrement de sève.Et ne peut plus être rechargée.À chaque utilisation de l'enchantement éphémère, la charge en sève va donc baisser sans pouvoir être rechargée.Une fois la charge de l'arme insuffisante pour utiliser l'enchantement, celui-ci disparait.Ainsi, prenons l'exemple d'un enchantement éphémère qui consome 300 de sève.On l'applique sur une arme qui peut avoir au maximum 1000 de charge de sève.L'arme se charge complètement, donc à 1000.On peut alors utiliser 3 fois l'enchantement.Il ne reste alors que 100 de sève, l'enchantement disparait.Les 100 de sève restent.
Les enchantements éphémères seront soit passifs, soit actifs.Actifs, il faudra les lancer comme les enchantements actuels et consommeront donc de la sève a chaque utilisation.Ce ne sont pas forcément que des sorts que l'on connaît, mais cela peut être aussi une mini aura, un effet de zone, il n'y pas vraiment de limitation technique.Passifs, ils s'activerons tout seuls à chaque utilisation de l'arme, à la manière des effets d'avant poste comme Tekorn ou Vedice.D'ailleurs, un enchantement éphémère remplacera temporairement l'effet de l'arme.Les effets temporaires de par leur fonctionnement pourront être très puissants (mais très couteux en sève et donc limités dans leur utilisation).De plus, plus ils seront puissants, plus ils seront difficiles à obtenir.
Actuellement, consommer des objets peut être assez frustrant.Je pense nottament au changement d'enchantement ou a la recharge de sève constante en PvP.Bref, ça fait mal à la main.Nous avons évaluer plusieurs suggestions pour résoudre le problème.Je vous présente aujourd'hui la solution que nous évaluons comme optimale.La barre d'objets.En gros, c'est un nouvel inventaire consistant de 5 emplacements.On peut y mettre des objets consommables, comme des potions, des larves, etc.Ainsi que des recharges de sève ou des enchantements.Les emplacements se retrouveront dans la fenêtre actuelle d'équipement et dans sa propre fenêtre (si on souhaite l'afficher).Il y aura des raccourcis clavier configurables pour chaque emplacement de la barre (pour consommer/utiliser l'objet) et la barre d'objets sera integrée avec le système de groupe d'objets actuel.Je vous présente une capture d'écran du brouillon auquel je travaille.https://app.ryzom.com/app_web_assets/assets/694863/Clipboard%20-% 20February%207%2C%202022%205%2004%20PM%281%29.pngJ'ai pris l'occasion de réarranger et de centrer la fenêtre d'équipement.Celle-ci vous donne encore plus d'informations.https://app.ryzom.com/app_web_assets/assets/694863/Clipboard%20-% 20February%207%2C%202022%205%2006%20PM%281%29.png(Notez que dans la deuxième capture d'écran, la fenêtre d'équipement n'est pas à jour).Je pense avoir fait le tour, y a t-il des questions ?
Passons donc au dernier sujet.Avant le vrai dernier sujet.La storyline va reprendre son cours et apporter aussi de la nouveauté gameplay.En termes de contenu haut niveau, comme c'est la storyline je n'en dis pas plus.Mais il faudra se bouger pour avoir les meilleurs composants pour les meilleurs enchantements éphèmeres.Et aussi remplir ses poches de potions de combat qui ne vous demandent pas de vous assoir.Bref, les prochains patchs seront surtout axés contenu comme vous pouvez le voir.Ils seront étalés le long des prochaines semaines et pour que ce soit plus simple pour nous.N'oubliez pas la section idées, que nous essayerons de maintenir à jour et si vous souhaitez aider et bien,Tamarea va vous dire comment faire.
Oui, en effet je vais parler du recrutement !Plus précisément pour les équipes Event, Support et Traduction.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.comSupport team :Nous cherchons aussi des bénévoles souhaitant rejoindre l'équipe de Support afin d'aider les joueurs de diverses manières :- Assistance informatique : aide pour faire fonctionner le jeu correctement sous Windows, Linux ou Mac ;- Assistance technique : répondre aux questions 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 tests ;- Veille 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.comÉquipe Traduction :Enfin, 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 dans ces cinq langues.Pour postuler, contactez exclusivement Tamarea à tamarea@ryzom.comSi vous avez des questions au sujet du recrutement, vous pouvez aussi me contacter sur chat.ryzom, j'y répondrai avec plaisir !C'était le dernier sujet pour aujourd'hui !Merci à tous, et bon jeu sur Atys !
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#266 Added by Jadeyn 3 years ago
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