#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
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#262 Added by Ghost of Atys 3 years ago
AgendaNext content patchRywards storeRyzHomeWheel of FortuneEphemeral EnchantmentsStoryline Content
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
So I'm going to talk about the Rywards store which will replace Rykea and the Ryzhome section of the special bag (there are some Ry xD).Here is a screenshot : https://app.ryzom.com/app_web_assets/assets/694863/Clipboard%20-% 207%20f%C3%A9vrier%202022%2021%2043%281%29.png.So it is a new page in the shift + E window.There will be at the same time a list of apartment items classified according to the categories already known via the titles but also collections to complete.Each completed collection gives rise to a unique reward (always from an apartment).There will also be the list of items already obtained with a 3D preview.And information about the number of items in our possession (so duplicates) and how many are in the apartment.
The other particularity of the store is that you will be able to know what you need to get each item.Sometimes (as on the screenshot) they will only be available in gain via the wheel.Sometimes as a special event.And other times it will be indicated which type of ticket is necessary.Rywards tickets being the most common and generic, they will allow you to buy many items, especially those of other nations.With sometimes different colors or textures.Finally, if you have duplicates, you will be able to convert them into Rywards tickets and thus buy items of your choice.Thus, getting duplicates at the wheel, allows you to convert them into Rywards tickets which then allows you to buy items.Later on, other rewards will be added to the store.Such as wigs, outfits or other purely aesthetic items.We are following different tracks to add cool cosmetic things, like new afk FX, animations, etc ...Are there any questions, suggestions, remarks ?
Let's go to the next part which concerns Ryzhome and therefore the apartments.And I will be able to give the proposal of addition.The idea is to be able to make apartment configurations.And thus to be able to have several item configurations and to choose the one you want to display.For example a configuration could contain all the Christmas items.Another one of Anlor Winn's.
Finally it will be possible to give items to your guild for the decoration of the guild hall.And thus ... You will have to fill.Any questions ?If no questions, let's move on.But first, a little clarification, it will also be possible with Rywards Tickets to buy supreme tokens for the wheel.This is quite timely as they will be added soon.The tokens will allow to win a reward for sure, but obviously, some will be rarer than others.But the supreme tokens can also be used to buy Rywards tickets, thus making a cycle.You will then have the choice between playing supreme tokens on the wheel and winning a sure reward, but not necessarily the one you want.Or convert the tokens into a Ryward ticket and offer you a reward of your choice.Thus the rewards will no longer be systematically pure chance.Moreover, in the same way as the apartment items, the duplicates of the items won in the wheel can be converted.So pieces of zig or mount, wigs, etc ... Do not throw them away, recycle, it's good for Atys !If you have gift ideas, we are always happy to receive suggestions.And if you do a little 3D with blender, we can help you to integrate items in the game (under CC-by-SA license with credits to your name or username if you wish).Any questions ?And if no question, we move on.We have just talked about aesthetic rewards, we also have planned more gameplay content.Starting with the ephemeral enchantments.These are enchanted spells that can only be obtained from NPCs or buildings.They can be stacked and will take the same space as the current ones.When a weapon is enchanted with an ephemeral enchantment, the weapon is fully charged with sap.And can no longer be recharged.With each use of the ephemeral enchantment, the charge in sap will decrease without being able to be recharged.Once the weapon's charge is insufficient to use the enchantment, it disappears.Thus, let's take the example of an ephemeral enchantment that consumes 300 of sap.It is applied on a weapon that can have a maximum of 1000 of sap.The weapon is fully recharged, so at 1000.You can then use the enchantment 3 times.There is then only 100 of sap left, the enchantment disappears.The 100 of sap remain.
Ephemeral enchantments will be either passive or active.Active, it will be necessary to throw them as the current enchantments and will consume of the sap load with each use.These are not necessarily only spells that we know, but it can also be a mini aura, an area effect, there is no real technical limitation.Passive, they will activate themselves each time the weapon is used, like the effects of Tekorn or Vedice.Moreover, an ephemeral enchantment will temporarily replace the effect of the weapon.The temporary effects of their operation can be very powerful (but very expensive in sap load and thus limited in their use).Moreover, the more powerful they are, the harder they will be to obtain.
Currently, consuming items can be quite frustrating.I am thinking in particular of the switch of enchantments or the constant sap recharge in PvP.In short, it hurts the hand.We have evaluated several suggestions to solve the problem.Today, I present the solution that we consider to be optimal.The item bar.Basically, it's a new inventory consisting of 5 slots.You can put consumable items, such as potions, larvae, etc.As well as sap recharges or enchantments.The slots will be displayed in the current equipment window and in its own window (if you want to display it).There will be configurable keyboard shortcuts for each slot of the bar (to consume/use the item) and the item bar will be integrated with the current item group system.Here is a screenshot of the draft I am working on.https://app.ryzom.com/app_web_assets/assets/694863/Clipboard%20-% 20February%207%2C%202022%205%2004%20PM%281%29.pngI took the opportunity to rearrange and center the equipment window.This one gives you even more information.https://app.ryzom.com/app_web_assets/assets/694863/Clipboard%20-% 20February%207%2C%202022%205%2006%20PM%281%29.png(Note that in the second screenshot, the equipment window is not up to date).I think I have done the tour, are there any questions ?
Let's move on to the last topic.Before the real last topic.The storyline will resume its course and also bring new gameplay.In terms of high level content, as it is the storyline I do not tell more.But it will be necessary to hurry to have the best components for the best ephemeral enchantments.And also fill ours pockets with combat potions that do not require you to sit down.In short, the next patches will be mostly focused on content as you can see.They will be spread out over the next few weeks and to make it easier for us.Don't forget the ideas section, which we will try to keep updated and if you want to help, well,Tamarea will tell you how.
Yes, indeed I will talk about recruitment !Specifically for the Event, Support and Translation teams.Event team :We are looking for volunteers who want to help write event scripts, or who want to become actors by playing a character in the events we play.The training is assured, and the entry in the acting is done very gradually to leave time to the recruit to take its marks.Join us to benefit from this unique experience !To apply, contact Tamarea exclusively at tamarea@ryzom.comSupport team :We are also looking for volunteers to join the support team to help players in various ways :- Computer support : help to make the game work properly on Windows, Linux or Mac;- Technical support : answering questions about the client's use and gameplay issues;- Bug handling : help players facing a bug, check the bugs reported by the ticket system and then forward them to the Development team;- Role of tester on the test server;- Ensures that the rules of the game are respected;- Moderation of discussion channels, forums and any other media used by Ryzom.To learn more, please see this post : https://app.ryzom.com/app_forum/index.php?page=topic/view/22047/2 #2.To apply, contact Tamarea exclusively at tamarea@ryzom.comTranslation Team :Finally, we are looking for volunteers to translate in-game texts and official announcements into English, German, Spanish, Russian, French, and to proofread texts inthese five languages.To apply, contact Tamarea exclusively at tamarea@ryzom.comIf you have any questions about recruitment, you can also contact me on chat.ryzom, I will be happy to answer them !That was the last topic for today !Thanks to all, and good game on Atys !
Edited 7 times | Last edited by Jadeyn (3 years ago)
#266 Added by Jadeyn 3 years ago
Edited 2 times | Last edited by Jadeyn (3 years ago)
#267 Added by Margote 3 years ago
AgendaPatch on March, 7thOP refactoringRecruitment
Edited 2 times | Last edited by Ghost Of Atys (3 years ago)
#268 Added by Jadeyn 3 years ago
Indeed, it was long the arrival of these tokens !And yes, there is some scam as in all wheels !Nevertheless, we hope that the arrival of new outfits and weapons has whetted your appetite !Because the goal is obviously to be able to continue to add more, and to the wheel, but also in other types of gameplay.For those who didn't see it (I forgot to put it up in the patch note) but the NPC next to the wheel offers you to exchange your gifts for tickets.And the tickets for supreme tokens. So, if you have too many wigs, no worries, he'll be happy to take them back.Are there any questions ?
Let's talk about OP refactoring.Well, as Silan refactoring is about to go into translation (and final testing), as the wheel has had its share of gifts, as the New Ticket System is also being tested.Well, good news, I'm full time on OP Refactoring !So in about a month, things will be moving.I will just remind you of the major changes that were validated by the working group.When the server is rebooted, there will be :- Deletion of materials 50 and 100, to keep only 150 and more.- Rotation of materials in quality and type.Basically, an outpost may not give the same type of material, nor the same quality.However, an outpost 50 will yield much less material than an outpost 250.Once the outpost is conquered.
The clock is ticking and it's time to move on to the last topic.We will put ''OP refactoring'' back on the agenda for the next meeting.So let's talk about recruitment.EVENT TEAM :We are looking for volunteers who want to help write event scripts, or who want to become actors by playing a character in the events we play.The training is assured, and the entry in the acting is done very gradually to leave time to the recruit to take its marks.Join us to benefit from this unique experience!To apply, contact Tamarea exclusively at tamarea@ryzom.comSUPPORT TEAM :We are also looking for volunteers to join the support team to help players in various ways :- Computer and technical assistance, bug handling, role of tester on the test server, ensuring compliance with the game rules.To learn more, please see this post : https://app.ryzom.com/app_forum/index.php?page=topic/view/22047/2 #2.To apply, contact Tamarea exclusively at tamarea@ryzom.comTEAM TRANSLATION :We are looking for volunteers to translate and proofread in-game texts and official announcements in the languages of the game, as well as to proofread texts in these five languages.Even if you don't have a lot of time to offer, your help is welcome !To apply, contact Tamarea exclusively at tamarea@ryzom.comTEST TEAM :Our Devs prepare regular patches, and it is thanks to the crucial role of testers that they can arrive on Atys with very few bugs.That's why we're looking for volunteers who want to give some of their time to help with bugs and test new features under development.You will be able to help according to your availability and choose freely the tests you want to participate in.If you have any questions about recruitment, you can also contact me on chat.ryzom, I will be happy to answer them!That was the last topic for today !Thanks to all, and good game on Atys !
Edited 19 times | Last edited by Margote (3 years ago)
#269 Added by Margote 3 years ago
AgendaOP refactoringBoss refactoringOffer a subscriptionActivate DeepL in more ingame channelsRecruitment
#270 Added by Jadeyn 3 years ago
Hé bien, quand il faut y aller !Je redonne ici le topic sur le forum : https://app.ryzom.com/app_forum/index.php?page=topic/view/32134/1 &post206409=fr#1.Je vais faire rapidement un résumé :Il y a eu donc lundi dernier une rotation des matières des OP et 50% des OP ont été pris par des tribus.On ne sait donc pas quelles matières produisent les foreuses des OP de tribus, mais les guildes qui possèdent encore un OP ont pu voir leur nouvelle matière et la nouvelle Q, qui ne peut être que 150 200 ou 250.En parallèle, le système de mises pour obtenir le droit d'attaquer en avant-première un des OP de tribus a été mis en place.Avez-vous des questions ?
Sujet suivant : Proposer un abonnement.Le mois dernier, j'ai publié un sondage sur le thème "pouvoir offrir un abonnement à un ami" : https://app.ryzom.com/app_forum/index.php?page=topic/view/32084/1 &post206156=fr#1.Comme presque tous les joueurs qui ont répondu ont voté pour, nous allons l'ajouter !Vous aurez donc bientôt la possibilité d'offrir un abonnement à un autre joueur.Sujet suivant ?Activez DeepL dans plus de canaux en jeu.Nous testons l'extension de DeepL à de nouveaux canaux : Ligues, Equipes et Factions (Kara, Kami, Marauder, Ranger, Matis, Fyros, Tryker, Zoraï).Nous espérons que vous apprécierez cette fonctionnalité !Nous cherchons à recruter des bénévoles pour différentes équipes : event, support, traduction, test.ÉQUIPE EVENT :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.comÉQUIPE SUPPORT :Nous cherchons aussi des bénévoles souhaitant rejoindre l'équipe de Support afin d'aider les joueurs de diverses manières :- Assistance informatique et technique, traitement des bugs, rôle de testeur sur le serveur de tests, veille au bon respect du règlement du jeu.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 :Nous cherchons des bénévoles afin de traduire et corriger des textes en jeu et des annonces officielles dans les langues du jeu, ainsi que pour effectuer la relecture de textes dans ces cinq langues.Même si vous avez peu de temps à offrir, votre aide sera la bienvenue !Pour postuler, contactez exclusivement Tamarea à tamarea@ryzom.comÉQUIPE TEST :Nos Devs préparent des patchs réguliers, et c'est grâce au rôle crucial des testeurs qu'ils peuvent arriver sur Atys avec très peu de bugs.C'est pourquoi nous recherchons des bénévoles souhaitant donner un peu de leur temps pour aider à remonter des bugs et à tester les nouveautés en cours de développement.Vous pourrez aider selon vos disponibilités et choisir en toute liberté les tests auxquels vous voulez participer.Si vous avez des questions au sujet du recrutement, vous pouvez aussi me contacter (Tamarea) sur chat.ryzom, j'y répondrai avec plaisir !
Edited 3 times | Last edited by Jadeyn (3 years ago)
#271 Added by Margote 2 years ago
AgendaNews about the projects about to be releasedRywardsSilan RefactoringFeedback about the released projectsOutpost RefactoringBoss RefactoringRecruitment
#272 Added by Nilstilar 2 years ago
Considering the way the first cycle is going, we have already decided to reduce the length of the bidding period from two weeks to one week as of the next rotation of materials.But we are still curious to know the thoughts and suggestions that this first experience has inspired to you, the practitioners. The floor is yours, then!
And let's move on: any questions, feedback, proposals about Boss Refactoring?
In the next few days we will implement the new Rywards window intended to replace the display of the objects constituting the furniture of the apartments. It has been tested and only remains to write and distribute the announcement presenting it.As soon as it is implemented, new objects will be available and new possibilities will be offered to apartment owners. Namely: purchase of furniture previously reserved for players of other nations and conversion of their duplicates and other unwanted items into tickets that can be exchanged for new ones.Your further ideas for furniture enrichment will be welcome!
The new beginners' isle is now in test on Gingo (so its implementation should not wait too long) and includes :• some pages enriching the creation of the character by allowing to indicate briefly its tastes and its background;• a new tutorial area (already in place but empty for the time being);• a dynamic tutorial organized in lessons explaining the basic gameplay;• ... and still the sleeping lady (but she doesn't snore anymore... phew).Other tutorials will be added later (and I'd be happy to have help for their design :D ).So you'll soon be able to create an "alt" to test all this.
I have been inactive for a while, but I am happy to announce that I have resumed work on the next "Quality of Life" patch.This patch will be implemented in mid-July (estimate) and will include three major changes:• Adding of pockets• Refactoring of the Equipment window• Refactoring of equipable items groups (part 1)Since we have already talked about them extensively in previous meetings, I'll skip over the pockets.As far as the Equipment window is concerned, the whole user interface has been revisited and its content (enriched with pockets, therefore) is now adaptable according to its size.The management of groups of equipable objects is a bit problematic today. The user interface is bad: everything is controlled through / commands and the SysInfo window. The problem will be solved by two patches:• the first one (mid-July, thus) will allow the player to create, display and delete groups of items via the game UI (but the / commands will remain operational, so optional use);• the second one will go deeper and allow the player to modify the content of the groups directly in the Equipment window enriched for this purpose with checkboxes.As usual, this QoL patch contains many bug fixes and small features that I won't detail one by one. But be aware that applying it will allow you to open (finally!) the exit dialog box by simply pressing the Escape key!To finish, if you want to follow the progress of the patch in a more detailed way, here is the link to the GitLab milestone that reports on it.
Lately, we've been putting two big projects into play: the OP and the Boss refactorings. Coming soon will be our third big project, Silan Refactoring. Behind each of these three projects, but also behind each new feature, each improvement of the game, each event played, each technical help brought to a player, there is not the work of one person, but the work of a whole team of devoted and passionate volunteers who give of their knowledge and their time, according to their possibilities, to allow Ryzom to evolve as it does today.And for that, I thank them.If you too have some time that you would like to devote to help them behind the scenes to make the game move forward, you can contact me on chat.ryzom or by email at tamarea@ryzom.com, and we will see together which team would suit you best and which you could join: Development, Communication & Marketing, Event, Game-Design, Computer Graphics, Level-design, Lore, Support, Testing, Translation & Proofreading. The choice is vast!If you prefer to help out by joining a group working specifically on a project, that's also possible. For example, at the moment, OP Refactoring and Silan Refactoring projects.Feel free to contact me for more information!
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#273 Added by Ghost of Atys 2 years ago
AgendaAtys games (feedback)Rywards (feedback)OP refactoringBoss refactoringSilan RefactoringNovel in Ryzom UniverseNew Ticket System
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#274 Added by Nilstilar 2 years ago
Ulukyn invites attendees to express their opinions and suggestions on these two topics, as well as on the latest updates of Ryzom Chat.
Two important pieces of information:• the next rotation date for raw materials produced by outposts is Wednesday, October 5;• the bug that affected NPC placement in outposts has been fixed.Scheduled changes to the outpost mechanics, which will mark the end of the first stage of the refactoring when implemented:• the length of the bidding period will be set to one week (i.e., for the upcoming rotation, October 5-12);• battle-rounds lost by the attacking guild in GVE will no longer lower the "Max Attacker Level" by 1 (including Nexus); this should make GvE easier;• a guild failing to retake an outpost in GVE will not be able to attack an outpost in GVE for a week (except in Nexus);• after a failed GVE attack, the threshold of the concerned outpost will no longer be raised back to its initial value, but will keep the value reached at the end of the lost battle (and then decrease over time).
BossesStatistics of some of them will be corrected and the overhauled system (except, at first, the management of the bones of fallen Bosses) will be extended to the whole of Atys soon (probably on October 5th, or at the next server reboot).SilanThe refactoring patch is scheduled to be released before the end of September, along with a substantial "Quality of Life" patch that will bring the improvements mentioned in the previous Ryzom Forge meetings.On asking of a player who returned to Atys after a long absence (and who, delighted to find a living and working game, complimented the RT on it) for more details on this point, Ulukyn points to the URL of the present forum thread, which collects the minutes of the said meetings.On Silan, we also plan to add lessons to introduce new players to the various nations and factions of Atys in as neutral a manner as possible, describing their particularities and how to join each of them. We'll start by building the lesson about the Marauders because, unlike the other nations and factions, they don't have any representatives among the NPCs in Silan.Please note: these lessons can be built by players with no development skills. So, all contributions will be welcome!
It's been several months (even years) since we wanted to modernize the ticket system.The new version is in the final testing phase and brings a lot of changes compared to the current system (which is not so good).The notable changes are the following.• Complete redesign of the ticket submission form (including in-game) with categories based on the request, clear input fields to allow CSRs to see important information right away.• Ticket tracking (in-game and out-of-game). That is to say, a list of tickets indicating for each one its status, the person who took care of it and its complete history.• Possibility offered to answer directly to a ticket, allowing to start a real conversation illustrable through drag and drop of screenshots (out of game only).• Sending, out of game but also in game, of an email indicating that an answer has been given and containing a link allowing to open the ticket.• The same player can obviously open several different tickets at the same time, each ticket being individualized.Do you have any questions or suggestions, features you would like to see added?
This summer, we had the great pleasure to see published the first volume of a novel taking place in the universe of Ryzom: "The Sacred War", written and self-published by Rémi Dromnelle.The story, which takes place in the Old Lands, is really exciting; the immersion is fast, and one lets oneself be carried away with pleasure in the whirlwind of the heroes' life, living with them a few years of the History of Atys.As the author is French, the novel was naturally published in that language. However, an English translation as well as a German one are in progress by volunteer players.To learn more about this novel, see the forum thread dedicated to it, if you want to visit the book's website, it's here and, finally, if you want to buy it in hard copy or in PDF version, go to Librinova at this page.But I warn you: it's so exciting that you'll have trouble letting go of the book before you finish it! And it's true to life!Are there any players who have already read the novel, among those who are following this meeting? And, if so, would they be willing to give us their feelings, without spoiling the story?(Two player-readers express their feelings:– To get in your library right away!– Already given on the right post: It smells like the beginnings of Rôdeurs and Marauders. It's the History of Atys, but one name escaped the author: Kal (it won't speak to everyone, but to Aniro players certainly).)The next issue of our magazine "Behind the Scenes" will be dedicated to an interview with the author of the novel, Rémi. When I finished reading the novel (at 3 a.m.) and he asked me what I thought, I replied: "I want the sequel !!!!!!!!!!!!!". The volunteers of the translation team will be the first to have the privilege of reading this issue... and the translation team is recruiting!I should also point out that the author (and this is something very important to him) wanted to allow our community to read the novel for free on the Ryzom wiki (click on the language flag to display its ongoing translations). But feel free, of course, to buy the book too if you want to support the author!
The dynamic event of kitin invasion seldom runs during the week and, given the large number of invaders, it sometimes takes a long time to resolve.What would you think, then, of more frequent invasions involving fewer invaders?(The suggestion is welcomed and Ulukyn, on the remark of an attendee, confirmed that this frequency/importance ratio of kitin invasions could indeed be adapted to the number of players present on Atys at such or such time of the year.)
Last edited by Maupas (2 years ago)
#275 Added by Krill 2 years ago
And we'll start as usual with the feedbacks. Are there any feedbacks/comments/suggestions about the last patch?
I won't go into detail, but it might give you an idea.The QoL (Quality of Life) patches will continue to add new features to make the game more enjoyable and fix bugs. And in order to make the work of the devs easier, we have gathered the whole client code in one place: https://gitlab.com/ryzom/ryzom-core, whereas it was previously on 3 different repositories. You can now see the list of issues (bugs): https://gitlab.com/ryzom/ryzom-core/-/issuesEverything is public :)About the Storyline, it will start again soon, we had a rather busy year and we couldn't progress on it as we wanted.We'll have to improve this in order to make it progress more regularly, the lessons system should help :)Speaking of lessons, we will obviously continue the tutorial and lessons on nations/factions. Especially since it's pretty quick to do now that the system is coded.We will continue to add the rewards to Rywards so that it can list all the items to be won. Including the underwear (and I know this will make people happy :D )Finally, and still with the idea of finishing things that are not finished, the guild islands will be fixed and finished (with the possibility to visit other islands).Content for the guilds can then be added.This is the big development axis we have planned.Of course the ongoing projects like op refactoring, bosses refactoring and all refactorings will be continued and finalized.
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