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New Patch 1.13 - wed 29th feb 10:00 am CET

GilgameeshGilgameesh NapoliPosts: 412Member Uncommon

Awesome news, here the patch notes:

New Additions


    • Advanced WebIg ("Web in-game") features uses now an improved system, much faster and secure.

    • New patchlet system at character selection screen which removes the need for a reboot after a small patch (for temporary themed patches or small updates).

    • WebIg uses now a Trusted Domains feature. Only Trusted Domains (atys.ryzom.com) can use LUA.

    • You can now add offline players to your friends list.

    • Lot of improvements to make WebIg more immersive.

  • League system: Temporary PvP alliance of Teams

    • Team leaders can set the league name using: /league "<leaguename>".

    • Team leaders can invite other teams or players into a league using: /leagueinvite <name>. If the invited player is not the leader of his team the invitation is sent to the leader.

    • Each league will have a private channel "League" or the name given to the league when it was created.

    • List of players in league can be displayed using: "/who league" or "/who <league name>".

    • A team or player can quit league using: /leaguequit.

    • Team leaders can kick a team or player from league using: /leaguekick.

    • If a player joins a team in a league, he joins the league too.

    • If a player leaves a team in a league, he leaves the league too.

    • If a player without team is in a league and creates a team, the new team joins the league.

    • All players in a league are PvP allies. No loot or XP is shared between league members.

  • PvP

    The following is only for players that are PvP tagged:

    • Players in same Team and/or same League are allies.

    • Players in same Guild but in 2 differents Leagues are enemies.

    • Players in same Guild but not in a league or in same Team/League are allies.

    • In all other cases players are enemies.

    • If players are enemies and start a duel, their PvP flag will be set. Change your PvP mode. to "No PvP" or make a Team/League before duelling to avoid this.

  • PvP safe zones

    • Players that are PvP tagged (but not flagged) are PvP protected in a safe zone. You can safely AFK at teleporters/portals until you do a PvP action.

    • Players that are PvP flagged are protected in a safe zone only after respawn or teleport.

    • Attacks are forbidden if target player is PvP protected.

    • Player can't attack if he is PvP protected.

    • Heals are forbidden in a safe zone if one player is flagged and other not.

    • Heals are forbidden if a player is in a safe zone and other not.

  • PvP Points

    • PvP points are now generic (no more Kami/Kara/... PvP points).

    • All PvP players can win PvP points. The base points depends on the level of target.

    • Amount of PvP points won = Base points x Fame score. Fame scores are calculated using these rules:

      • 2 allies fames (both <= -25 OR both >= 25): -1

      • 2 enemies fames (one <= -25 and other => 25): +1

      • One or both neutral fames (between -25 and 25): 0

      • The final score is sum of all scores for all fames (Example : 2 allies fames: -2, 3 enemies fames: +3, 1 neutral fame : 0, score=1)

      • Minimum score is 0 and maximum is 3

  • PvP icons (Add screens)

    • New icons to display PvP state: No PvP, Tagged, Flagged.

    • PvP tags are now a single icon with the relationship of the player with yourself: enemy (sword) or ally (shield) and PvP state: tagged (orange halo) or flagged (red halo).

    • PvP protected players have a sword icon with blue halo.

    • Players in Full PvP mode (Event characters only, can be attacked by and attack all players, tagged or not) have a red hand icon.

    • Players in duel mode have a second icon (sword and axe) with blue halo.

  • Organizations

    • An Organization is not a Civilization or a Cult, but a group of homins with the same goal. Some examples of Organizations are: Marauders, Trytonists, Rangers.

    • Players can only be part of one Organization at a time.

    • Players can join an Organization by passing a rite (at the moment, only the Marauders but others can be added later).

    • Each Organization will have fame requirements to enable the rite. The sage (or equivalent) of the Organization will give more information.

    • Players can win Organization points (like civilization points).

  • Marauder's Gameplay

    • Players who join the Marauder Organization will have access to their own merchants, trainers, guild halls and rooms.

    • Marauders plan to make their teleport system available to players who join their Organization.

  • Misc

    • Optional online/offline message for guild mates and friends.

    • Most NPE (Silan) missions can now be abandoned.

    • Inventory items can now be locked to prevent accidental sale, trade, craft or destruction.

    • Team leader and successor can now be manually set by team leader.

    • Removed limit on guild HO's and Officers.

    • It is now possible to craft directly from apartment inventory when inside.

    • /who <channelname> lists all players in a channel.

    • Added Teleporter Pact filter to inventory windows.

    • Catalyzers, flowers and occupation products are now subject to the Mission Materials inventory filter.

    • /chatLog state is now saved between logins.

    • Guild trainers are on extended vacation.

    • Title dropdown in Identity window is now moved to Info tab.

    • Event channels are now always added after faction/civ and custom channels, preserving order.

    • You can now set an individual color for every dynamic channel.

    • Death Penalty on Free-trial accounts is now reduced even if maximum level of the skill has been reached.

    • Server wide broadcasts now output to around chat instead of system info for better visibility.

    • When giving leadership of your guild to another you now get a confirmation window.

    • Dapper displays now use digit grouping.

Bug fixes


  • Problems with server tick value are resolved. Premature resale, PvP timer, mektoub death timer and other problems this caused are now in the past.

  • PrintScreen key now works again on Windows.

  • German language now correctly shows NPC and player names in System Info tab.

  • Emotes with spaces now work again (/"point left").

  • Weather should now be the same for server and clients on all operating systems.

  • Raw materials should no longer show a crafter name.

  • Scrolls that were written on can now be correctly read again.

  • Emotes, duel invites and exchange invites by ignored players are no longer visible.

  • Chat should now always be output to the correct tab.

  • Advanced WebIg features are no longer broken after shard reboot.

Exploit fix


  • Resurrect exploit has been fixed.

  • Dante now has a fake clone to prevent "camping". Dante's camp has become a bit harder.

 


Link to official news is HERE


 

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Comments

  • angus858angus858 Mechanicsburg, PAPosts: 371Member Uncommon

    All of this is great stuff! The devs have been busy.

     

    Now if they will just finish the encyclopedia missions and fix the bugged missions on Silan :-)

  • Crunchy221Crunchy221 Trollsberg, ILPosts: 489Member

    You know...my only gripe with this game was that while it was sandbox...you didnt have a choice.  You needed to have good magic and crafting if you just wanted to weild a bigass 2h weapon and go melee..and do it well.

    That and the skill creation system ( best part of the game) was very archaic and lack luster in terms of effects to the skill. So much oppertunity with this system but was used for very obvious and simple effects...wish they expanded that a bit...give you some interesting combinations and some better variety.

    Any idea if they are planning to improve on old system or are they just fixing broken stuff and adding fluff from here on out?

    Also...i stopped by back then the game got knocked out and went f2p and it was a horrible, terrible, experience in terms of a community that use to be awesome...how is it now?  Is it still f2p kids trolling the vets and the vets getting angry and fighting with them (the goal of said trolls)

    Not sure what made me think of this game again, but, just curious. 

  • angus858angus858 Mechanicsburg, PAPosts: 371Member Uncommon

    You certainly don't need to be good at magic to be good at melee.  Everyone should develop a bit of healing magic to rez a downed buddy but that is all.  You don't need any  crafting skill to be good at melee.  I make my own weapons because i enjoy it but most folks just ask someone else to make their weapons. 

    It is true that someone who mastered several skills will have more hit points than someone who only mastered 2h sword.  I never saw that as a flaw. 

    The skill creation system is totally unique.  I can imagine ways to improve it, but it's hard to complain when no other mmorpg lets you do that at all.  I do not expect the devs to tamper with that system now.

    Ryzom never went f2p in the conventional sense.  There is no cash shop. You simply can't take any skill past 125 (half-way to max level) unless you subscribe.  But your point is valid.  When young players without credit cards were able to give it a try the maturity level in the starter zone sank to what one typically sees in f2p games.  I sometimes see friction in Universe chat but not that frequently.  My other chat tabs are populated with friends so I don't feel the need to follow every conversation in Universe.

    Sorry if i sound like a fanboy, Crunchy.  There are many things in Ryzom that I think could be improved.  Maybe in a future patch. 1.13 is good enough to keep me happy for now :-)

  • GilgameeshGilgameesh NapoliPosts: 412Member Uncommon

    Originally posted by Crunchy221

    You know...my only gripe with this game was that while it was sandbox...you didnt have a choice.  You needed to have good magic and crafting if you just wanted to weild a bigass 2h weapon and go melee..and do it well.
    This is not correct. You can go melee without magic at all and you'll end up with same stats of any other melee character. Magic doesn't add anything to melee. Crafting is a choice, you can just buy/trade a bigass 2h weapon with a crafter of your choice.
    That and the skill creation system ( best part of the game) was very archaic and lack luster in terms of effects to the skill. So much oppertunity with this system but was used for very obvious and simple effects...wish they expanded that a bit...give you some interesting combinations and some better variety.
    The fact that the differences between the stanzas are small doesn't means that is bad. The little differences are what make the difference in a battle. If you just go around with a couple of actions in your bar, well, of course you missed the whole point of the system. More variety would be nice tho, but that doesn't means there's not.
    Any idea if they are planning to improve on old system or are they just fixing broken stuff and adding fluff from here on out?
    Well, if you call fluff the new League system, the Marauder City and how the players now can be marauders, and all the other stuff listed, then I suppose you'll never enjoy this game.
    Also...i stopped by back then the game got knocked out and went f2p and it was a horrible, terrible, experience in terms of a community that use to be awesome...how is it now?  Is it still f2p kids trolling the vets and the vets getting angry and fighting with them (the goal of said trolls)
    Ryzom is one of most free-from-kids mmo around.
    Not sure what made me think of this game again, but, just curious. 
    It seems you just wanted to troll a bit, not even knowing how the game works (your first statement about melee says it all). Maybe you have not done it on purpose, but this is the feeling I got reading your post.

    Originally posted by angus858

    You certainly don't need to be good at magic to be good at melee.  Everyone should develop a bit of healing magic to rez a downed buddy but that is all.  You don't need any  crafting skill to be good at melee.  I make my own weapons because i enjoy it but most folks just ask someone else to make their weapons. 
    It is true that someone who mastered several skills will have more hit points than someone who only mastered 2h sword.  I never saw that as a flaw. 
    That's not correct angus. The constitution upgrades are the same for everyone, so you just need one master melee to reach the max hp, other masters will add nothing to this.
    What is true is that if you go magic only and do no melee at all, you'll end up with max hp lower than an even level meleer. That's normal in any MMO, tankers have always more hp than mages and, obviously, a mage that also trained melee will get max hp higher than a mage without any melee skill.
    The skill creation system is totally unique.  I can imagine ways to improve it, but it's hard to complain when no other mmorpg lets you do that at all.  I do not expect the devs to tamper with that system now.
    This is a fair statement, and I agree with you.
    Ryzom never went f2p in the conventional sense.  There is no cash shop. You simply can't take any skill past 125 (half-way to max level) unless you subscribe.  But your point is valid.  When young players without credit cards were able to give it a try the maturity level in the starter zone sank to what one typically sees in f2p games.  I sometimes see friction in Universe chat but not that frequently.  My other chat tabs are populated with friends so I don't feel the need to follow every conversation in Universe.
    I think Crunchy was speaking of the free period time just after the new owners got the game. It was around 6 months of totally free play, because the owners needed some time to setup all the legal stuff to run the game again. In the meanwhile, they pleased the community reopening the servers free for everyone. During that period there was some stupid kid trolling in game, this happens sometime, but the community generally handle it pretty well. You cannot play Ryzom without the community so this kids leave pretty fast.
    Sorry if i sound like a fanboy, Crunchy.  There are many things in Ryzom that I think could be improved.  Maybe in a future patch. 1.13 is good enough to keep me happy for now :-)
    You are not a fanboy, angus, simply you answered too polite to a trolling message :)

     

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  • LudisLudis Earling, IAPosts: 14Member Common

    This was a good idea completely ruined by the actual execution.  They should really invest in a test server to reduce these kinds of embarrasing mistakes.

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