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#57 [de] 

Here you can mainly see the people who feel disadvantaged because they are so "few". Or as you read over and over again, how to increase the chances of small guilds with few (active) members is actually being thought about, or how to improve the chances of small factions.

To put it briefly, how to break the dominance of the Kamis.

What can the Kamis do for the situation? Is it our fault that apparently more people are still opting for the Kamis? This is like wanting to punish homeowners just because a lot of people have to live in rent.

More or less, these changes will punish the guilds that actively seek members. Or you get punished for becoming a kami.

I heard a lot of Karavan players were lost, after the merging of the servers, because a lot of Americans were Karavan and couldn't cope with the "multi-language huddle. No idea.
But the merging of the servers was a long time ago. There were enough Karavan guilds who had time to recruit members to stand up to the Kamis on an equal footing. So don't criticize the system, criticize yourself.
There is no mention here of the fact that certain people are weakening through internal quarrels. Ergo they do have fewer fighters again in the next attack and for that the Kamis are to be punished?
The Kamis are a unit, the others now form unnatural alliances with little substance.
The fact that there are excesses caused by over-motivated people, such as attacks at 3 o 'clock, in the morning of European time, is a problem for many people, because of work or study. But the Kamis have recognised the problem and are bringing people up to face the problem. Besides, it is hardly believed, many Marauders probably also have to go to work, or school in order not to endanger their real life. Just speaking for me, I don not have a problem with the right to attack in the middle of the (european) night.
Ok, so much to accusations of Kami dominance

If I read this correctly here, there are thoughts to expropriate the current outpost owners virtually by system and preferably small guilds can attack an outpost. In other words, large guilds can no longer attack, because there will always be any little ones who are preferred.
What is this? Do you want to spoil players who are actively involved in the game? Have you ever thought that large guilds have worked out this greatness? That the leaders and officers of these guilds are online virtually daily? That these guilds have been working on their reputations and standing for years?
Small guilds often consist of players who have just outgrown Silan and are starting a guild. They should be allowed to attack outposts in a preference?
I have nothing against changes in the OP combat system. 12 rounds instead of 24, no second phase, all right. When rotating OP material, however, everyone should be aware of what an OP is producing. And each guild owns the outpost should also have the opportunity to defend the outpost. Dispossession by system spounts players.
As I said, shorter OP fights, no Phase 2, good idea. But the opposite side should not forget that the same applies to the Kamis when they attack.

The idea I don't think is good is NPC tribes as OP holders. The game is made for human beings and not for NPCs.

What you should definitely work on:

I was mocked (in the roleplay section) for not fighting for the Blackburn outpost, which was attacked at 3am European time. It is pointless to defend an outpost with 3 people when the q50 NPCs fall over in a breeze.
The attackers "tactics”, as seen at the Windway outpost, practically carry out a suicide attack to kill the NPCs before being killed yourself is in terms of play, a joke. (This applies, of course, to both sides)
Respawn and the whole thing again. We wiped the Marauders there round by round and still lost enough rounds to make a phase 2 necessary.
That's not OK. How can it be that an attacker is wiped and still wins the round?

Edited 2 times | Last edited by Trilexis (6 years ago)

#58 [fr] 

Je m'excuse, Google traduction

Ici, vous pouvez surtout voir les gens qui se sentent désavantagés parce qu'ils sont si "few ". Ou comme vous le lisez maintes et maintes fois, la seule façon d'augmenter les chances de petites guildes avec peu de membres (actifs) est effectivement pensé, comment améliorer les chances de petites factions.
Pour le dire brièvement, comment briser la domination des Kamis.
Que peuvent faire les Kamis pour la situation? Est-ce notre faute si apparemment plus de gens optent toujours pour les Kamis? C'est comme vouloir punir les propriétaires d'une maison juste parce que beaucoup de personnes doivent vivre dans le loyer.
Plus ou moins, ces changements puniront les guildes qui cherchent activement des membres. Ou vous êtes puni pour devenir un kami.
J'ai entendu beaucoup de joueurs de caravane ont été perdus, après la fusion des serveurs, parce que beaucoup d'américains étaient caravane et ne pouvait pas faire face à la "multi-langue de rassemblement. Aucune idée.
Mais la fusion des serveurs a été il ya longtemps. Il y avait assez de guildes de caravanes qui avaient le temps de recruter des membres pour résister aux kamis sur un pied d'égalité. Alors ne crare pas le système, critiquez-vous.
Il n'est pas fait mention ici du fait que certaines personnes sont affaiblies par des querelles internes. Ergo ont-ils moins de combattants à nouveau dans la prochaine attaque et pour que les Kamis doivent être punis?
Les Kamis sont une unité, les autres forment maintenant des alliances non naturelles avec peu de substance.
Le fait qu'il y ait des excès causés par des personnes trop motivées, telles que des attaques à 3 heures, le matin du temps européen, est un problème pour beaucoup de gens, à cause du travail ou de l'étude. Mais les Kamis ont reconnu le problème et amènent les gens à faire face au problème. En outre, il est à peine cru, beaucoup de maraudeurs doivent probablement également aller au travail, ou à l'école afin de ne pas mettre en danger leur vraie vie. OK, tant à des accusations de domination kami.
Si je lis ceci correctement ici, il y a des pensées pour exproprier les propriétaires actuels d'avant-poste pratiquement par le système et de préférence les petites guildes peuvent attaquer un avant-poste. En d'autres termes, les grandes guildes ne peuvent plus attaquer, car il y aura toujours des petits qui sont préférés.
Qu'est-ce que c est? Voulez-vous gâter les joueurs qui sont activement impliqués dans le jeu? Avez-vous déjà pensé que les grandes guildes ont travaillé sur cette grandeur? Que les dirigeants et les officiers de ces guildes sont en ligne pratiquement tous les jours? Que ces guildes ont travaillé sur leur réputation et debout depuis des années?
Les petites guildes se composent souvent de joueurs qui ont juste envahi Silan et commencent une guilde. Ils devraient être autorisés à attaquer les avant-postes dans une préférence?
Je n'ai rien contre les changements dans le système de combat OP. 12 rounds au lieu de 24, pas de deuxième phase, d'accord.
En tournant le matériel d'OP, cependant, chacun devrait être conscient de ce qu'une OP produit. Et chaque guilde possède les avant-postes devraient également avoir la possibilité de défendre les avant-postes. Dépossession par les joueurs spounts système.
Comme je l'ai dit, les combats de chirurgie plus courte, pas de phase 2, bonne idée. Mais le côté opposé ne doit pas oublier que la même chose s'applique aux Kamis quand ils attaquent.
L'idée que je ne pense pas est bonne est les souches NPC comme les titulaires OP. Le jeu est fait pour les gens et non pour les PNJ
Mais sur quoi travailler devrait certainement être:
J'ai été raillé (dans la section de jeu de rôle) pour ne pas se battre sur l'avant-poste de Blackburn, qui a été attaqué à 3H du matin européen de nuit. Il est inutile de défendre un avant-poste avec 3 personnes si les PNJ de Q50 tombent dans une brise.
Les attaquants tactiques, comme on le voit à l'avant-poste Windway, pratiquement effectuer une attaque suicide pour tuer les PNJ avant d'être tué vous-même est, en termes de jeu, une plaisanterie. (Cela s'applique, bien sûr, aux deux côtés)
Respawn et tout le truc à nouveau. Nous avons pondéré le maraudeur là ronde par tour et encore perdu suffisamment de tours pour faire une phase 2 nécessaire.
Ça ne va pas. Comment se fait-il qu'un attaquant soit anéanti et qu'il gagne toujours la manche.

Last edited by Tiximei (6 years ago) | Reason: Fixed the language button

#59 [de] 

Trilexis
That's not OK. How can it be that an attacker is wiped and still wins the round?

In the actual system, it is.
Why ? Because winning a round doesn't mean you are winning the battle against the players. You ONLY needs to defeat the PNJ waves one by one. There is NO needs to even fights the others players (just heal yourself watch the PNJ and go). Yes this is making the fight for small OPs ridiculous.

#60 [en] 

Sinvaders :) I understand the system of OP war. I know killing the NPC is the goal.
But killing the NPC and being wiped yourself and still win is stupid.

If you kill the NPCs and stay alive, that's ok . :)

#61 [en] 

More or less, these changes will punish the guilds that actively seek members. Or you get punished for becoming a kami.

Not exactly. Or rather, you do see the immediate effect correctly, but not the long-term effect. Think of it like Robin Hood: is it the same robbing a landlord, or a peasant?

Most economic systems where competition is scarce tend to evolve toward a monopoly. The dominant party not only squashes competition, but it can also afford to buy out fledgling businesses that pose a threat. It goes as far as to create a feedback loop, if a tipping point is reached. This is the exact mechanism we have seen in Ryzom for the past 5 years at least (or more, if you count pre-merger where kara was a dominant party, through exactly the same mechanics).

The issue with OPs as they stand now, is that resource allocation favors a big, monolithic side badly. At supernodes a small and dedicated team may do a suicide mission and still dig some materials; I've witnessed a party of 10 marauders outsmarting a group at least twice its size, and not only once. At OPs, this is literally impossible, even if a group somehow wins phase 1: they get wiped in phase 2.

The way I see this change, it would encourage pruning away the deadwood from all parties in the game. Of course the larger faction is bound to have more rot (e.g. dead guilds owning OPs, or 1-man guilds owning q250 ones); therefore the change will be perceived to affect them more "unjustly". But overall, and once the dust settles, I believe the real effect is an invigoration of a system where people actually have to fight for the things they own.

Consider that kami started its winning wave on the back of the Asylum guild, starting the feedback loop. Consider that the monopoly of kamis was almost broken through the efforts of a small but very resolute guild, Syndicate (except they kept losing phase 2, and they got burned out after a while)

Even with the new system, it will be always possible to build a good guild and sweep through Atys in the blink of an eye. A faction is always going to be useful, to have your back. What changes is that, at the first sign of weakness, the Robin Hoods of the world will attack and win back some of your resources.

As it should be.

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My home is always sweet Yrkanis..

#62 [de] 

Now it is certainly not new to you that Robin Hood is a mythical figure whose existence is not proven. The robber bands and pirate groups I know from my country were at times even popular and supported by parts of the population but they all ended at the executioner

Companies like Microsoft / Google etc. certainly cause problems and sometimes they also get a penalty, but no one should do artificial trimmings from the outside to achieve a shift in market share.

I witnessed the dominance of the Karavan and now it's the Kamis.

Comparing Supernodes to OP Fight is not a good example, I think.

Yes, there is currently at least one almost inactive guild owning an Outpost. This guild had 2 outposts and one of them was captured in a sneak attack by Maras and no Kami knew about it when it happened. So there are already ways to take over the outposts of inactive guilds. Of course a handover within the faction is another possibility.

The current system does not put 1 woman guilds at a disadvantage. No staff are required to own an outpost. Yes maybe something to be changed . But I believe the number of members in a guild should not be the criterion, but the number of active members in a guild. (automatic API system?)
I know a guild that has over 230 members in its list because it never kicks. Of these, however, 220 are certainly inactive, or even more. As long as a 1-man guild is supported by the guilds associated by religion, there is nothing to blame for the current state of affairs.

And if you're talking about economies here. Before discussing extreme changes to break Kami dominance here, you should introduce an economic system in which the dapper really means something. Or this silly way, New Horizon agents send us on partly unsuccessful journeys to get rid of the products.

And as you yourself have so rightly noticed, the guild Syndicate caused the Kami dominance to falter. So it's not impossible.

But it is not okay now to bring about changes to the status quo with artificial measures of external action. As I noted in my post, the problem is not because of the grown power of the Kamis, but because of the obvious inability of the Karavan guilds to organize and expand.

Yesterday I received the notice that one of the Karavan guilds on Atys, has 20 masters in their ranks. Crafting master, or magic and melee master? Well, I don't remember seeing more than five or six members on the battlefields from this guild. Often rather less so.

I cannot claim that the Kami Guilds can regularly lead all their members into battle, but there are almost always all the guilds involved, with some of their members . With the Karavan, this fluctuates a lot.

I like to say it again. It is a homemade problem of Karavan guilds that they cannot face the Kami guilds on an equal footing. It is then, of course, not surprising that at times, one hand extended to the greeting and the other with the knife behind the back, they turn to Marauder, who are supposed to turn the tide. (Not to mention these mercenary rangers)

As I said, I welcome changes, such as shortening fight times. But I warn against excessive measures that one side prefers. This could be one more reason that could cause some paying players to leave the game.

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

#63 [fr] 

Trixelis, you are forgetting one important thing. Outpost are mean to be guild owned and guild gameplay not faction ( because of the actual system this is not the case right now ).

About "excessive measures that one side prefers" (quoting you here), to me it sounds more like the kamis side doesn't want any change cause the actual system is in their favor.

Yes, it's possible to do sneak attack to get OP owned by ghost guild, but those guild should not be able to get one OP anyway... so anything fixing/preventing this situation is welcome (automatic attack my NPC is a good solution to it).

The removal of phase 2 is a very good thing (why? simply because this phase allow people to not come at phase 1 and still keep their op).
Reducing the attacks cost + randomness of rewards + NPC attacks will help the owners rotation (yes, it will cost less to attack so their will be more attacks ... simple as that).

I have good hopes that after the ops refactoring, the RT will think about making them attractive. (and right now the OPs are useless and people are rage-quitting the game or winning when loosing one)

Last edited by Sinvaders (6 years ago)

#64 [en] 

We should think about some basic atys rules i guess.

1. Do something, and you'll get something.
2. Do something better, and you'll get something better.
3. Be the best, and you'll get the best.
4. Be what you want to be.

In order of playing in a sandbox, i can't understand complainings, that manifests a special right of "having something". Everyone is able to have "something". Maybe this causes jealous thoughts by those, that "want something special" with no efforts.

Having "something better" is linked to some efforts, but efforts are'nt a "must have" for everyone.

So everyone in this discussion, that will say "the sand in our sandbox does'nt act in a natural way" while the thought behind is "I'd like to have a special right on this sand." is wrong.

In my opinion the changes in OP wars will cause a more natural way of conflict. With simple rules. And fair for those that will choose the way of "conflict". Comparing to the actual rules, with the new OP system everyone could have "something better", but not a special right, to "have something better".

And so, if we think about making "something" valuable, this is linked with the maximum efforts, to get "something". And not linked with an economy that can generate "any amount of something".

#65 [de] 

Sinvaders, you are forgetting one important thing. There is a reason why we have factions. In times of cold war the NATO was supposed to defend Germany,( or Danmark/Norway, whatever ) and not just the national armys.


Once more again for you. It is not the system that favors us, it is the homemade weakness of Karavan. If they would be strong enough to hold 50% of the Outposts, nobody would discuss changes.

An inavtive guild of course is not able to win an outpost. An
inactive Guild with outpost right now will lose it over time, by attack or handover.

No after reading the statement of another player at another topic, Im not that sure anymore that removing of Phase 2 is a good idea, because of timezone. People should have the chance to hold an outpost, when they are awake/not at work

#66 [en] 

Trilexis -- I played a kami character before this one. I am well aware of the history of the faction post-merger, its internal politics and all.

Regarding kami/kara tactics: I agree to a certain extent that kami had (slightly) better leadership. But then again, marauders had their own excellent leaders post-merge, at some point requiring kami+kara alliances against them. So your explanation, while highlighting a part of the issue on one side, conveniently forgets that kami did not end up rich just because its enemies were stupid.

The plain truth is that current OP mechanics discourage frequent attacks. They're a huge time sink and a money sink. More importantly, they favor player headcount heavily, wasting incredible amounts of man-hours. The end result is what we know it: a number of bitter months where the factions struggle, followed by the emergence of a winner. And then? A plateau. The news "there's a war coming" varies from "oh gods, not again" (when they're frequent) to "yay, something happening" (when no war was fought in months). This is especially true for lower-level homins, assigned to heal duty and who don't care much for the outpost materials yet: for most that I talked to, wars were like a chore, rather than a fun/useful thing they wanted to do.

The changes proposed here make it harder for one faction to plateau. If you remove the time-sink element of wars, it makes them more palatable, even if frequency increases. What would take four hours of your life, now takes one. Removing of the defense round makes it actually important to show up to a defense.

I hear you regarding the potentially bad side effects, but again -- think over a longer timeline. People grumble at any change. To my mind, the only real risk to to shift the game meta too much towards a PVP approach. If wars do become too frequent, then some old-timers are going to feel that the game is not the right one for them. But if the balance is right, then the only effect is that OPs are revitalized, with both old and *new* players joining the wars.

(oh, and regarding guards: I also hear you. I heavily disliked the series of attacks done by The Outsiders on q50 outposts, for example. But that issue can be fixed separately, by buffing guards as appropriate. One shouldn't avoid the OP rework just because it illustrates further issues downstream)

---


My home is always sweet Yrkanis..

#67 [en] 

Trilexis
Yesterday I received the notice that one of the Karavan guilds on Atys, has 20 masters in their ranks. Crafting master, or magic and melee master? Well, I don't remember seeing more than five or six members on the battlefields from this guild. Often rather less so.

I cannot claim that the Kami Guilds can regularly lead all their members into battle, but there are almost always all the guilds involved, with some of their members . With the Karavan, this fluctuates a lot.
Trilexis
No after reading the statement of another player at another topic, Im not that sure anymore that removing of Phase 2 is a good idea, because of timezone. People should have the chance to hold an outpost, when they are awake/not at work.

People should also have a chance to get Outposts when they are awake/not at work, which might also be one of the main causes why you see so few players of certain guilds: Yeah sure they can attack first round at their time, but second phase will be when they are at work or sleeping, so no sense in even trying to anymore.

I think the shift by removing Phase 2 won't be in favor of any timezone. But i think that it will be a shift of always being able to defend an outpost, no matter timezone, to always being able to take an outpost, no matter timezone. This does favor none of the groups, it just makes the attacks more probable to be won. and i don't think that's a bad thing, since the goal is to make OPs more dynamic, and making more attacks likely to win will do that.

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#68 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (December 3rd, 2018)

Date: monday, December 3rd, 20:30 UTC (21:30 CET)

Meeting place: Atys, on Ryzomforge channel (/channel ryzomforge), or on chat. ryzom. com (channel #ryzomforge) for players who have already opened the channel ingame.

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
  • Status of projects (by Ulukyn):
    • OP refactoring
    • Guild Islands
    • Jena Year 2601 Patch

Last edited by Tamarea (6 years ago)

---

Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#69 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting report - December 3rd, 2018

The Public Roadmap

Tamarea - 20:39 UTC
It has been completely redone, still in the same place: go to the offside WebIG, and click on the "Roadmap" icon. Everything we are working on is in it, with the degree of progress. I let you look at and give me feedback, either here, or in response to the meeting report on the forum, or on RC.

OP refactoring

Ulukyn - 20:46 UTC
Quick for the moment because as you can see, we have set up a poll to find out what changes might be of interest to the majority. It appears that for the modification of the price of attacks, it is very mixed. So, for the moment, we will do nothing, obviously, the modifications can come later, nothing is fixed. For the rest, the vast majority agree with the proposals. For questions about how each element will be implemented, the team will think about it and will share the proposals with you. We will take into account the comments that have been given and that may be added in the coming days.

Q : Where is the poll?
A : https://app.ryzom.com/app_forum/index.php?page=topic/view/29200/0

Guild Islands

Ulukyn - 20:55 UTC
The islands are being tested. I would like to quickly remind you of the principle: The guild leader will be able to choose from 5 islands in all ecosystems. There are no restrictions in the ecosystem of its choice except that each continent gives access only to one ecosystem. Thus a fyros guild could very well have a guild island in the lakes, but access to the island will be close to FH. Once the island is chosen, the leader can go there and appears on an island, the guild window will offer a new tab allowing the chef to choose the entrance for his guild members but also the entrance for visitors. The interface will also allow you to add scenery via the scenographic editor and a special guild bag will appear. The special guild bag will allow you to populate creatures, service pnjs, buildings, etc... It will be possible to win or get new elements to populate.

Q : You were talking about a Fyros guild what own an Island with Lakes eco, what about if you choose PR one? Since there is not capital in PR?
A : Ultimately for the Rewards ecosystem it will be in the Nexus near the capital Marauder. But for the moment, on an exceptional basis, access will be outside the marauding camp. Ryzom being dynamic, it is not impossible that other accesses may be discovered later;)

Q : Will Guild Points be useful for Guild Islands?
A : We are still in the process of improving the Guild Points, in order to have more activities that give them. So yes, the goal is that the guild points are used in the guild islands to buy decorations, for example, or a yubo farm or a statue of Ulukyn (although... I can maybe offer it as a gift to all the homines... :p)

Q : Will be possible to increase the guild inventory capacity with the Guild Island?
A : Haha, not bad question:) We are thinking of making specialized warehouse buildings. Like a mps warehouse, an armory etc... buildings that would make it possible to increase storage. We don't know exactly how GH extensions will work yet. It is difficult to say if it will be possible to make cupboards to store the heavy boosts.

Q : Kaissia won a Supreme Token at the wheel. Will this give special thing for Guild Island?
A : The supreme tokens give the best rewards of the previous Jena's year. But for now, nothing to add at the island level, but it will come.

Q : Boss to fight in Guild Island?
A : For the bosses to fight in the guild islands it came a little by chance by testing. We made a boss out of pop and we thought it might be nice to make bosses win to do pop on his islands. It's quite simple, at the wheel or in another event, a player wins a special item. The latter will then be able to gather the guild and make it pop on his island. Bosses to be made in guild can then either serve as training or presentation to new players since they will not give mps (but xp). It's mostly like the old Ring, I remember lot of maps have animal bosses, nice to discover some of them, killing NPC is not planned.

The Jena Year Patch

Ulukyn - 21:44 UTC
As announced we have decided to make a patch every new year of Jena. That is, every two and a half months or so. As you all know, Jean's New Year's Eve has already passed and... there was no patch. We're going to be honest, anlor + atysmas + jena patch it was a lot of work in a row. So the patch is still planned, but... we'll do our best to get some pretty good patches. Some of the additions could be done at the same time as the Atysmas patch and the rest just after. In the content of the Jena Year patch there are new plushes, new hairstyles, a new zig, Xl tokens and gift outfits, among others. A new boss, the guilds islands and boss to fight in the guilds islands. As well as expected changes such as patching Ranger gameplay.

Other questions

Q : Is it possible to remove TP from the inventory bag and to put it on an icon like for cats? An example, for Kamists a stone to sychronize with Kamis and for Karas a modified unit? (21:20 UTC)
A : For the moment, nothing is planned. But it's true that the long list of TPs in the bag is quite difficult. I sometimes have devs ryzomcore who want to help, that would make a nice addition. Without modifying the whole system but having for example a tp booklet and a sorting of tps with the names of the regions would probably be more fun. I can't answer for the team:) So for the ideas there is the forum and it allows not to take too much time in meetings: p

Q : What is Zig? (21:58 UTC)
A : These are small pets that follow you like mektoubs and can be won at the Fortunate Gubani wheel (although they are rare)

#70 Multilingual 

Multilingual | [English] | Français

Ryzom Forge meeting (December 17th, 2018)

Date: monday, December 17th, 20:30 UTC (21:30 CET)

Meeting place: Atys, on Ryzomforge channel (/channel ryzomforge), or on chat. ryzom. com (channel #ryzomforge) for players who have already opened the channel ingame.

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 Team:
    • Team infos
    • Recruitement
  • Ryzom Projects:
    • Project infos

Last edited by Tykus (6 years ago)

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#71 Multilingual 

Multilingual | English | [Français]

Compte-rendu de la réunion de Ryzom Forge - 17 décembre 2018

Changement dans l'équipe Ryzom

Tamarea, 20:39 UTC
Commençons par les infos de l'équipe Ryzom. Mes deux rôles principaux sont de manager l'équipe Ryzom et ses projets, ainsi que d'assurer la communication extérieure et celle auprès des joueurs. Mais pour cela, il faut du temps. Beaucoup de temps. Ce qui implique que je dois m'entourer au maximum d'assistants au niveau de chaque équipe afin de pouvoir me libérer du temps et me concentrer sur ces deux rôles. Cela se traduit pas les changements suivants:
  • Tykus devient mon assistant côté management de l'équipe Ryzom. Tykus me remplace comme "tête du Support"
  • Jayvaraman devient mon assistant pour le Marketing
  • Arionasis m'assiste pour la Communication.

Q : Oups ! Ah si : on peut quand même envoyer des pioches sur Tykus ?
A : Il sait les renvoyer. ;)


Quelques nouvelles de l'équipe Comm/Marketing (NDA + RF)

Tamarea, 20:45 UTC
Communication:
  • Création de tracts pour communiquer de façon visuelle sur les futurs ajouts (en plus de la version détaillée en texte), à publier sur le forum, les sites web, les réseaux sociaux...
  • Réflexion en cours pour améliorer la communication (principalement avec les joueurs et en dans l'équipe)

Marketing:
  • Bubbason (RF) a rejoint l'équipe.
  • Réflexion en cours afin de rédiger un plan marketing.
  • Developpement du nouveau site web en cours.

Q : Qui crée les tracts ?
A : Le premier vient d'être réalisé par Ulukyn. Il a réalisé son idée, c'était plus simple et rapide que de l'expliquer. Par la suite, d'autres pourront en faire.

Infos de l'équipe Lore

Tamarea, 20:56 UTC
Gros applaudissements à pour le travail et la publication d'Azazor sur les tribus fyros. Il ne fait pas partie de l'équipe Lore, mais son travail est validé Lore et donc devient donc un document officiel. Et merci à Siela d'héberger tous ses textes ! J'espère qu'ils seront tous publiés sur le Wiki de Ryzom !

Ryzom Wiki

Zorroargh, 21:07 UTC
Depuis la dernière fois, j’ai essentiellement travaillé sur catégorisation des wikis afin qu’elle s’adapte aux différents utilisateurs. Les utilisateurs comme les développeurs, les animateurs, s’attendent à trouver facilement leurs espaces documentaires, alors qu’à l’autre extrême les joueurs de chaque groupe linguistique ont leurs intérêts qui ne convergent pas nécessairement. Entre les deux, il est intéressant que les guides et conseils de jeux soient facilement accessibles et comparables.

L’idée est donc de créer quatre racines :
  • Encyclopatys pour tous
  • Wikipatys, la boite à outils de nos wikis
  • Forge
  • Lore

Encyclopatys donne des ramifications qui correspondent aux divers intérêts communs du jeu, comme « Comment crafter ? », « Qui sont les Fyros ? », etc. Ces arborescences de départ sont les guides des 5 wikis linguistiques, mais les petites ramifications et les feuilles sont l’histoire libre de chacun. J’ai écrit ce plan qui sera fini pour dans une semaine à peu près (j’espère). Voilà, et un énorme merci à Nilstilar.

Q : Sur le wiki, on ne peux plus ajouter d'image. Une idée de la date de résolution ?
A : Le téléversement si Ryzom Commons fonctionne !

Lanceurs d'Events

Tamarea, 21:33 UTC
J'aimerais maintenant vous présenter une toute nouvelle équipe sur le point d'être créée : l'équipe « Lanceurs d'Events ».

Observation : notre problème actuel est le suivant : nous avons scripté des events HRP (mini-boss et invasions), nous avons un outil pour les lancer simplement (il suffit de sélectionner et cliquer) mais.... personne ou presque n'est là pour les lancer.
Raison : ce n'est pas le rôle des acteurs de lancer des événements HRP scriptés, ni celui des Arkitectes qui ont créé ces événeme
Résultat : trop peu d'événements HRP scriptés sont lancés.
Solution : création d'une équipe (NDA + RF) dont le rôle sera de lancer ces événements : l'équipe « Events Launchers » (Lanceurs d'Events).

Q : Quels privilèges ?
A : Les lanceurs d'events pourront exécuter des scripts sur Atys, mais sans pouvoir les lire ni lire d'autres scripts « Atys ».

Q : Comment lancer ces événements ?
A : Il existe un outil dédié, très simple d'utilisation. Il suffit de rester dans le jeu jusqu'à ce que les créatures apparaissent.

Q : Quand lancer ces événements et lesquels ?
A : Il y aura un calendrier à respecter.

Q : Qui peut postuler ?
A : Tous les membres de l'équipe Ryzom (NDA ou RF). Nous commencerons par les NDA, tout en vérifiant que l'accès et les privilèges sont adéquats, mais n'importe qui peut s'adresser dès maintenant à Tamarea.

Q : NDA, ça veut dire « de l'Équipe Ryzom » ?
A : L'équipe Ryzom est composée de membres sous NDA (Accord de non-divulgation) et de membres libres de NDA. Ces derniers sont appelés communément « Ryzom Forge ».

Q : Désolé d'être hors-sujet, mais qu'est-ce qui fait la différence ? Les membres sous NDA ont-ils plus de privilèges ?
A : Tous ceux qui aident à améliorer et à faire avancer le jeu font partie de l'équipe Ryzom. Ils travaillent au quotidien ensemble, sans différenciation, à égalité. La seule différence se fait au niveau des accès : un joueur qui n'est pas sous NDA ne peut pas par exemple accéder aux primitives (il faut qu'il signe un NDA pour ça). Certaines équipes sont entièrement sous NDA : Support, Animation, Lore. Toutes les autres sont mixtes. Ce qui permet aux joueurs le désirant de venir facilement aider au sein d'une équipe ou d'un projet.

Q : Une autre question, cependant : une équipe entière pour simplement pousser un bouton pour un event qui existe déjà... Ça semble une bien petite tâche pour la confier à une équipe spéciale.
A : Vu comme ça, oui. Mais dans la pratique, on fait quasiment tous partie de plusieurs équipes et notre temps est plus que compté. Avoir des personnes dédiées sera donc dune grande aide, même si cette aide sera ponctuelle. La question me permet de faire la transition avec le sujet suivant : le recrutement.

Le recrutement

Tamarea, 21:53 UTC
Cette semaine, je souhaite mettre en avant les trois équipes suivantes : Ark, Event et Event Launchers. Nous payons très bien en cookies et en café virtuels ! En fait, notre meilleure récompense, c'est le sourire des joueurs. C'est pour eux que nous sommes tous là ! :) Le point commun entre tous ceux de l'équipe Ryzom, c'est qu'ils aiment ce jeu et ont choisi de donner un peu de leur temps pour lui et sa communauté. Certains ont beaucoup de temps à lui consacrer, d'autres très peu, mais peu importe. Car tous ensemble, pas après pas, nous faisons avancer les choses. Un certain nombre de nouveautés et d'améliorations sont en cours. Mais il nous reste des goulets d'étranglements : les équipes en sous-nombre. Et c'est là que nous avons besoin de recrues.
  • Ark team (NDA facultative): pour travailler sur Ark, l'outil permettant de créer du contenu en jeu (des « Pocket Worlds », mais aussi des missions, des rites, des Rois, des évènement scriptés, etc.)
  • Event Launcher (NDA facultative): (voir explications ci-dessus)
  • Event team (NDA obligatoire): pour jouer le rôle d'acteur pendant les évènements RP

Si certains d'entre vous souhaitent postuler ou simplement obtenir des informations supplémentaires, qu'ils m'écrivent SVP à tamarea@ryzom.com.

Infos sur les projets Ryzom

Tamarea, 22:13 UTC
Rappel : vous pouvez voir la Feuille de route et le Calendrier sur la page principale du WebIG.
(l y a une icône pour afficher la feuille de route. Je vous conseille de le faire hors jeu pour un meilleur rendu.

Quelques dates :
  • 20 décembre : Patch d'Atysoël
  • du 21 décembre au 6 janvier : Événements Atysoël
  • 6 janvier : Premier événement RP de 2019

En test / Bientôt en test :
  • Evénements d'Atysoël
  • Nouveau Roi (Yubokin)
  • Îles de Guilde (étape 1)
  • Équilibrage du jeu Ranger
  • Jetons excellents
  • Evénements Dynamiques
Une partie du patch de l'an de Jena 2601 aurait dû avoir lieu le 20 décembre, en même temps que le patch d'Atysoël, mais le délai sera trop court pour tout terminer et tester correctement, donc nous préférons attendre janvier pour le "Patch de l'an de Jena 2601".

Q : Il y aura des sapins à abattre durant Atysoël ?
A : Nous ne remettrons pas les sapins cette année. Ils reviendront l'an prochain. ;)

Q : Et avez vous une idée de pourquoi les pantalons de Yule sont HS et s'ils seront gagnables ?
A : Nous devons le refaire en partie, notamment la partie récompense, et le délai sera trop court pour cela.

Q : Yubokin est un Roi réservé à Atysoël ou sera-t-il présent de façon permanente ? Aura-t-til une apparence particulière ou est-il seulement un gigantesque yubo ?
A : Yubokin sera un Roi permanent sur Silan. Il aura une texture de roi.

Q : Qu'est-ce qui ne va pas avec les cadeaux des Sapins d'Atysoël? Pouvez-vous développer ce point ?
A : Depuis que nous avons créé la nouvelle Roue, tous les lots « durables » passent par elle. Les events HRP permettent de gagner des consommables et / ou des jetons pour jouer à cette Roue. Les lots qu'on trouvait auparavant dans les butins sont donc à présent gagnables à la Roue, ainsi que de nouveaux lots.

Q : Et le Yubohoo ? Il ne paraîtra pas lui non plus cette année ?
A : Il y aura une annonce listant les events d'Atysoël 2018. Il devrait y avoir de quoi plaire à tous.

Last edited by Moniq (6 years ago)

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