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#1 Report | QuoteMultilingual 

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Jena Year 2602 Patch (Patch 3.5.0 - 2019-02-08)

A client, data and server patch and a restart of the game server are planned on February 8th, 2019 in order to implement the following additions and fixes:

  • New rewards at Wheel of Fortune:
    • New Frippo Zig;
    • New Tryker hairstyles for all races;
    • New Colored Underwear for all races;
    • Excellent tokens for the Wheel of Fortune;
    • New reward obtainable with excellent tokens: Refugee clothes in different colours (Time to free up some space for your collection!
  • Guild Islands:
    • Choice between five islands per ecosystem;
    • Make your scenery with the Scenographic Editor.
    • Spawn mobs and/or NPCs (limited at first but more will be winnable later);
    • Invite your friends (this option will be availabe later).
  • New Boss:
    • Yubokin comes to settle on the island of Silan.
  • Change in OP battles:
    • Removal of the neutral status during the battle. Outside battle time, neutral option remains possible.
  • Fix of exploit:
    • Campfires have been reworked to fix an exploit.
  • Skill Titles:
    • They are now automatically given, like fame titles. You can see them in your special title list, with the required skills displayed.
  • Ranger Gameplay balance:
    • Resurrection points added to paths in 250 and Prime Roots regions;
    • Moved a Lands of Continuity path closer to Midway Point;
    • Moved the paths near capital cities closer to a Kami or Karavan teleporter.
  • Marauder Improvments:
    • Change colour of marauder teleport crystal.
    • Improvement for buying Recharges.
  • Fix Exploits for any Missions on Silan
  • Removed loud Wind Sound on Silan
  • Clients Improvements:
    • Added UI-Scale for all Clients, see Game Settings (to set manually)
    • Fixed bug with playing the Flute Sheet.
    • Added repeat/shuffle buttons to music player.
    • Changed: Random command can now be hidden.(/random hide)
    • Fixed: Free animal option in player trade window.
    • Added new objects for Events.

The Ryzom Team remains at your disposal for any additional information, and best wishes to you!

Ryzom Team

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

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#2 Report | Quote[en] 

First topic updated with a flyer!

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#3 Report | Quote[fr] 

I haven't logged in to hear the difference in the sound on Silan but the wind sound was a staple of being there. Alas, perhaps many people found it to be disruptive.

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I would love a plush Gubani

#4 Report | Quote[en] 

There is still wind sound near the cliffs, just not in the center of the island.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#5 Report | Quote[en] 

Change in OP battles: Removal of neutral status during OP battles. Outside battle time, neutral option remains possible.
← i am neutral… not anymore when OP battles occur? That is hopefully restricted to participants in the battle, not applicable to non-participating toons, right? (that sure sounds like the death stroke to any hopes of there coming into being a 'Red Cross' of Atys 8/ )

Last edited by Tryroamer (6 years ago)

#6 Report | Quote[en] 

I pretty sure it means that they are removing the "neutral" option when you run in to the region of an OP battle, and that you will have to choose Attack or Defend.

Given that one cannot heal a tagged fighter if you are not tagged for the same side, there never was a chance for "Red Cross of Atys." This is just going to make it irritating when the easiest route from point A to point B runs past an OP that is in contention. A good example would be the route from Kara tp in Maiden Grove to Paramount Stock. I just hope it is limited to the time of active battle and not the entire time of conflict.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#7 Report | Quote[en] 

In that case the idea of a Red Cross for Atys really is done for. (though that could still be made possible be the deve i assume .. hint for devs reading these lines 8))

It would be grand then would the devs make a right of safe passage available for toons in transit and not intending participation in the OP battle.

#8 Report | Quote[en] 

Bitttymacod
Given that one cannot heal a tagged fighter if you are not tagged for the same side, there never was a chance for "Red Cross of Atys." This is just going to make it irritating when the easiest route from point A to point B runs past an OP that is in contention.

Since you really really really love real life example, then it is the same on a battlefield, you are beautiful as a neutral, gathering mushroom in peace on the battlefield, and hop! you died. damn.
Tryroamer
In that case the idea of a Red Cross for Atys really is done for. (though that could still be made possible be the deve i assume .. hint for devs reading these lines 8))
Seriously? Please just no, simply no.
First it won't be possible, and second -
Let people wanting to play the game together, play the game together.
And stop with this.
Tryroamer
It would be grand then would the devs make a right of safe passage available for toons in transit and not intending participation in the OP battle.
Yes, and you want dev to open a safe path to all supreme spot in prime roots for you too? or a trek route safe over Atys?
I don't intend to participate to PvE, can i have my safe route ?

This community has fallen so low, starting to be disapointed reading these comments really.

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#9 Report | Quote[en] 

Revvy
Bitttymacod
Given that one cannot heal a tagged fighter if you are not tagged for the same side, there never was a chance for "Red Cross of Atys." This is just going to make it irritating when the easiest route from point A to point B runs past an OP that is in contention.

Since you really really really love real life example, then it is the same on a battlefield, you are beautiful as a neutral, gathering mushroom in peace on the battlefield, and hop! you died. damn.

The difference is that I am not forced to wear a uniform of one or other side.

Ok, first lets make it clear. Before the actual battle (if the war is declared), you can still stay neutral (NEUTRAL button is present).

Only when the actual battle is in progress the NEUTRAL button is replaced with RANDOM. In this time you are forced to join one or other side.

By me the problem is that if the battle is running every neutral homin, who enter the area for any reason, has NO WAY how to stay neutral and leave safely the area. Once the window asking you to choose the side occurs, there is no way how you could cancel this. Even leaving the area again in the short countdown will force you to join a side and you will have to be tagged for at least 10 minutes. By me there is also a small bug that may cause you will stay tagged without any countdown, but I need to do more tests for that.

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

#10 Report | Quote[en] 

You have like 7s to back step when you enter the zone, its enough i think no?
How can you explain Homins on the battlefield, casually running or chating without any danger?

You accept to be in danger with kittins and fauna but not with Homins, can i ask why?

And in the Ryzom of today, you are more in danger because of the environement than players themselv, so its even more surprising to read this.

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#11 Report | Quote[en] 

Revvy
You have like 7s to back step when you enter the zone...

As I said (from what I know)...

Moniq
...Once the window asking you to choose the side occurs, there is no way how you could cancel this...

I can come to review this in case I will be available by time of next battle. However I usually do not know about OP battles before it is done :(

Last edited by Moniq (6 years ago)

#12 Report | Quote[en] 

@Bitttymacod no offense meant, but i do believe that my intention has been misunderstood ... I meant what i wrote, 'writ of Right of Passage' for transitting the area of the battle without getting directly targeted for one, due to being officially acknowledged as a non-combatant 'in transit' on thru the battle area to get to the other side ... not to do digging or what have you instead.

Also in real life there are such internationally recognized agreements made between nations all the time, which is also one aspect of the Red Cross being able to function as such, the same goes for the Red Half Moon of Islamic nations.

The Right of Passage as i envision it would entail no digging possible, nor participation in the OP battle. (that only would be needed were healing of combatants by non-combatants had been also intended by the devs, which is quite apparently not the case.)
Furthermore, only the transit if into at first then however back on out of the area to get to the pre-announced goal would be possible the transitting toon as long as the battle was on but also once begun until the land had been exited. ie truly only for transit. Any entering to dig or for whatever reason to stay on would be explicitly not allowed via the 'Right of Passage' having been granted.

Perhaps I should have written from the beginning 'Right of Transit' meaning on thru and on out of the area, with no other purpose allowed. By the way, you would not happen to have heard of such an arrangement having been made between the West and East German governments during the Cold War = Iron Curtan era? Exactly that arrangement i have had in mind for the OP battle areas. With the pre-announcement of such intent on the part of the transitting toon being required if at first they be outside of the battle area and wishing to 'get to the other side' and only in the event of their already being in the area when the OP battle begins then as an option to be used to get out of the way being then an option in additon to 'choosing a side'.

Surely that would not entail then any undue easing of access to mats etc as you seem to be fearing would be entailed?

Last edited by Tryroamer (6 years ago)

#13 Report | Quote[en] 

@Tryroamer If I have understood you correctly, you would plead for the reintroduction of the status "neutral" as it has been before. As a Neutral, you cannot intervene in the combat. I think the reason this has been changed is that this function has been abused or used on the battlefield for spying when multiple outpost battles have been staggered. So first the outpost that had the least resistance was attacked and then the player switched. When I think of Red Cross, I see paramedics healing wounded ones. This only makes sense in outpost combat if healing is explicitly forbidden there and only neutrals are allowed.

But why not? Make it more difficult! The goal is to kill the NPCs right? Why not give only Neutral players in combat permission to heal other players, no matter if friend or enemy? That would make a big difference. Which one would still have to be seen... But I think in the end it will be that every war will be won 100% because the NPCs won't be healed and the Neutrals can't be attacked. Would rather frustrate...



I think it's good that the neutral status is omitted in outpost combat. No Red Cross should be involved in combat. But one possibility would be interesting: If you are not involved in the combat, so not tagged, it would be good if killed players can be healed by untagged ONLY at the resurrection point or at an altar. Something like paramedics outside the combat area. If possible, please correct me.

I'd say two things about the new patch:

1) Scaling UI
Nice work! Great for the beginning! Hope the icons on the action bar and those in the inventory will be adjusted later. They still look very muddy with higher scaling ;-)

2.) Guild Islands
Very good for the beginning! Hope more objects will be added, or even the possibility to write your own missions! Also an own guild market would not be wrong.
When placing objects, however, I encountered a hurdle: I can't duplicate objects that I have adjusted in size and shape. If that is possible, it would be a real simplification.

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

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Nicht klicken!


#14 Report | Quote[en] 

I do wish that people would read what I actually write down rather than assuming a motivation on my part or just totally misreading my words.
Bitttymacod
Given that one cannot heal a tagged fighter if you are not tagged for the same side, there never was a chance for "Red Cross of Atys." This is just going to make it irritating when the easiest route from point A to point B runs past an OP that is in contention. A good example would be the route from Kara tp in Maiden Grove to Paramount Stock. I just hope it is limited to the time of active battle and not the entire time of conflict.

Note that I did NOT advocate for "Red Cross", nor was I intending to stop and harvest in the warzone.
Note that I did not even advocate for removing this change, I just said it would be irritating.
I note from @Moniq, that in fact it is only during the 2hr. stretches of active conflict that this will be a problem, which satisfies my expressed desire, and satisfies the only expressed desire in that quote.

OK? Read what I write. Please.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#15 Report | Quote[en] 

Where there is a will, there is a way.

Consider the practicality and relative ease of introduction of the two changes i have suggested:
(1) Right of exit then if not Right of passage.

If need be then the devs could make it impossible for refugee toons to re-enter the battle area until after the battle had ceased; as in rl when otherwise trapped civilians flee the combat zones seeking refuge.

Implementing such an escape option need involve no more than allowing the use of tp pacts to immediately leave the area rather than having to choose a side.

(2) Writ of Transit: on through from entry to exit of the place, with absolutely ‚no interaction‘ with the entire area of the combat zone nor with the comabtants being at all possible.

That would, for example, entail the devs making entry into the combat zone impossible except by express combatants or by toons proclaiming in advance their intention to merely transit the land in use by the OP battle.

As for the toons in transit: devs could ensure that no misuse be made of transiting by seeing to it that toons in transit simply cannot view nor even hear the ongoing combat, instead they experience a repulsion away from that immediate area as in the Conflct walls in SE on the guild islands.

To the transitting toons it would seem as if a force field or edge of the world were in the way of progress in the forbidden direction. Sort of a ‚no drive zone‘ as of some inner cities in real life but utterly impenetrable.

The devs could thus assure that no misuse of the transit on through the OP battle containing land be possible. Should be doable (hopes so) and definitely puts an end to the once upon a time 'misuse of neutrality.'
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