The First Step...

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cerest
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The First Step...

Post by cerest »

...is always the hardest one.

It's really an honour - and a big challenge! - to be here : I know there are a lot of expectations and hopes upon my new duties. I can't wait to fulfill them : being able to talk lenghtily about what I love is something any passionate person will envy.

But I'm not kidding myself - that will mean a lot of work. Even with the great job the community managers have been performing, you haven't heard a lot from Nevrax lately. This has lead to some incomprehension regarding the production's current priorities, and about where all this would get us.

My previous duty (and passion!) was network and system engineering - providing the right server environnment to run the Ryzom shards, if that makes more sense. But taking care of community liaison will be even more enthralling : this is really the once-in-a-lifetime kind of assignment.

Coming directly from production, I will be able to provide information from an insiders' viewpoint : as a consequence, my primary focus will be to describe how and on what Nevrax is working.

Your direct contacts will remain the community managers : Cerest for the North American community, Farox for the German one, Lawrence for the European English community, and finally Rewen for the French one. Their job will remain the same as it is now, being in charge - among other things - of listening and answering to the community-specific boards, as well as relaying information for Nevrax. I won't intervene at all in the community-specific forums.

There are two main reasons for this : time, and language fairness. I'm a French guy speaking some English, but my German is not-that-good (I tried! Nine years learning it -at school-, and I still barely can say 'Guten tag'. I think my case is desperate), so that wouldn't be fair for the German community.

But the community managers and I will be working closely, ensuring that all of your voices are heard. The community managers will send me regular reports and extracts from the discussions that take place in the community-specific boards, and use me to get information from production.

To give you a glimpse of our inner workings, let's take a practical example : the publication process for the kind of message you are currently reading. Since it isn't community-specific, I write some babbling on it (in English, since it's the most common language), and send the text to the community managers so they can comment on it. If there are some parts which aren't clear enough, or do not reflect the different communities' expectations, we are able to work on it before it is published.

But enough of that : what about concrete measures to improve the communication ?

Here are a few points I want to work on setting up. I would like to have your feedback before I actually start working on it, so you can get a chance to give your suggestions :

* Reports on what the team is working on. We have regular meetings here, to ensure that everyone at Nevrax stay up to date on what the others do. I think giving you some bits of what we say during this meetings could interest you.
* Sets of answers to questions from the forums (relayed by the community managers). If you have read the boards lately, you have probably noticed that the community managers started threads to ask for your questions. They will serve as a pool on which I will draw the next sets.
* Features articles, describing important aspects or changes to the game. This way, you will know what will come, and get a chance to comment on it.


I hear you. "Get really concrete ! What will we get NOW ?"

* This week, I will write a ''report'' on the current general tasks in production, to clarify what's in the pipe for short and mid-term development.


And... Your turn now !

I really want to have your comments on all of this : threads are being opened for that purpose in the different community boards. Just keep in mind that the discussion is about improving the communication between you and Nevrax. For the other issues, please use the appropriate forums and threads. Thanks!

--
Xavier.
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lariva
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Re: The First Step...

Post by lariva »

I hope the information will start flowing - personally I started loosing interest without any.
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raynes
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Re: The First Step...

Post by raynes »

Here are some ideas for articles you could create and why they would be helpful.

1) A article on the the testing process.
It seems that there are always bugs that appear on the live server. Not just little bugs, but large ones. I think it would be helpful to the community if you gave us some insight into your testing process.
The information about this was answered in sections I & II on February 26th, 2005 in this thread:
http://ryzom.com/forum/showthread.php?t=11893


2) Story Changes
It's clear that some aspects of the story have changed from beta, from launch, heck even a month or two ago. An article outlining the changes and the reason for them would be helpful. In addition to the article it would be nice if you could keep us updated on future story changes and the reasons for them.

3) An rough outline of where Nevrax plans to take the game within the next year.
This doesn't have to be exact or set in stone but giving the players a rough idea of long term plans would boost excitement 10 fold.

4) An article describing how we the players can effect the story.
It's something we all read is possible, yet it's not real clear how. Giving us input on how to accomplish that would be nice.

5) A nerf report
One of the things that causes the most unrest among players is when something get nerfed, or changed for the worst. Most of the time when these changes happen the majority of the players think the devs don't know what they are doing and are totally clueless. Deep down I beleive most of us know that isn't true and that these changes are for a reason. It would be a great service to the community if you could give us some insight as to the reason for these nerfs.

6) Player Statistics
Without naming players just give us some general statistics concerning game play. How many people reached a certain level. How many got a certain title. When the most players were logged on. What region in the game is the most popular. Stuff like that.

7) An article on the devs view of what the players do in game. Did they expect something different than what's actually happening? Anything they wish would happen?

8) Roleplaying!!!!!!!!!
If nothing else, please do an article on this. Let us know what the devs think of the roleplaying going on in the game. To what extent to they know what is going on? How much do they see it as a part of gameplay?
Last edited by raynes on Mon Feb 28, 2005 2:10 pm, edited 1 time in total.
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josephm
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Re: The First Step...

Post by josephm »

While on the topic of clearing communication:
In initial posts like this where new threas or approprite threads are mentioned, It's nice to post links or tell us the names of them.

Some of us were confused about event notifications until the difference between 'announcements' and 'the saga' was explained. This happened after the 3rd event I believe. 6-8 weeks into retail.
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zukor
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Re: The First Step...

Post by zukor »

I didn't quote raynes entire message, but it's quite good. I agree with most of what he said. The only addition I would make is the issue of a dynamic world, somewhat touched on by raynes post in several areas. I'd like to know if the game is supposed to ultimately be more dynamic, will there be an ongoing war with the kitin with regular raids, a front line, war-related missions, marauders, and so forth? Will this be influenced by what we, the players, do? Could an outpost come under attack and call for help, with results depending upon how many people rush to help? Also, will the game become more dynamic in other ways? Will, for example, carnivores migrate into safe areas from time to time so that the ranges aren't so static?

I think the dynamism promised in the advertisements for the game drew in many of us. I want to build my character so that he can make a difference in the story, maybe do something heroic, or at least help out. Right now there doesn't seem to be any of that in the game.

Thanks for your plans to become more interactive with the community.

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tygerqt
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Re: The First Step...

Post by tygerqt »

Allo And Welcome Xavier! :)

I'd like to send out my Congrats to you.

I'm sure there will be a ton of ideas pouring in ;)

Best wishes to you, as always I'm around if any assistance is needed!
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bobturke
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Re: The First Step...

Post by bobturke »

Welcome Xavier!

I hope this works out like most want it too. This sort of communication has been demanded (some did say please) since the first Open Beta so it's certainly needed.

If you can provide even half raynes list you'd be very popular! :)
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lyrah68
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Re: The First Step...

Post by lyrah68 »

Xavier, first off, your English is wonderful. And I think with your background, you should be excellent in your new job. Also Good luck!

I think that ANY information that any of the servers get in respect to where the game is heading will be a major improvement, and can't help but improve morale of the GM's and players.

If there is something that is holding back progress, it would help the players to understand what that thing is. I understand and respect that as fantasy as the IN game world is...it is held up and supported by countless REAL time hours, and real time people. Reality WILL impact the game, that is just a fact. I think if the players knew about what is impacting the game progression, we would not be as frustrated. I know I wouldn't be.

I am not sure it would take a time line with dates on it, but some kind of flow chart to see what is still being concidered for updates and what has been abandoned. I haven't tested a game yet that hasn't had SOMETHING dumped due to it just not being feasable (sp? meaning not working right, or technology just not to the point of that dream).

Also re read Raynes post...it pretty much covers what I would like to see too please.

Plus Xavier, don't worry, the NA community is mostly still warm and friendly, we WANT to work with the Devs to make this game work!

(snippage of original post to keep things shorter and sweet).
raynes
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Re: The First Step...

Post by raynes »

One of the things that has drawn many of us to this game is the possibility of having a very story rich game. Currently that really isn't the case. What I mean by that is the story is really good and detailed on the website but in game and during gameplay it's pretty much absent. I think an article about the story and the game would also be of a big help to players. Things this article should talk about:

1) How the devs plan to integrate the story into everyday gameplay.
We know the encylopedia and events are part of that, but those really aren't everyday things. What are some other ways the devs are looking into to make the story come to life and seem more relevant?

2) The process that takes place to make something go from a thought in someones mind to something real and tangable in game.
What I mean by this is what really goes on with the story. Is there a book setup that the devs just create content from? Are there writers on staff that tell the devs what needs to happen and th devs work from that? Or do the devs tell the writers what is being developed and they have to come up with stuff to make it fit?

3) How much do the devs and Nevrax in general see the story as being a part of the players experience.

4) Problems that occur when trying to make the story come to life.
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raynes
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Re: The First Step...

Post by raynes »

Thought of another one:

The fame report
Currently the fame system is viewed as mysterious, bug ridden, and almost useless. Can you give us an article about the fame system? Here are some things that would be nice to have covered:

1) Has the role of the fame system changed since beta or launch? How exactly do the devs see the fame system fitting into gameplay?
2) Many view it as filled to the brim with bugs, is it us indeed bug ridden, and if not why are there things like a tribe consisting of all Zorai giving Matis fame (that tribe being the Icon Worshippers)?
3) What plans are there to put content in the game that will explain the reasons for the various fame relationships (besides the encyclopedia)?
4) What difference does it make to have personal over global fame?
5) Currently there are real effects to bad fame. If you get bad enough fame you will loose spawn points, have vendors and npc's refuse to speak to you, and even have many tribes kill you on sight. There are however no real bonuses or benefits to great fame. It would seem that if you can reach a point where with bad fame tribes will kill you on sight, that at a certain high level of fame they would protect you on sight. Will there ever be rewards for getting high personal fame, what about getting perfect personal fame?
6) Is there ever going to be a point where getting 100 personal fame will allow you to get a title. For example if I get 100 personal Icon Worshipper fame, will I ever be able to get the title of Icon Worshipper or even Friend of the Icon worshippers?
7) It has been forever said that vendor prices will be determined by fame. That does not appear to be the case in game. The only difference is when you have really bad fame and vendors won't sell to players at all. Is this being worked on?
8) What are the fame caps for each group? Are the races really capped at -50 personal?
9) How come ticket prices don't change according to fame levels? Even more to the point why can I still buy Karavan tickets when I have -89 personal fame?
10) Right now many players simply ignore the fame system. Is there every going to be a point where they will have to work on fame just like they work on the other 4 skill sets (harvesting, crafting, combat, and magic)? I'm not referring to the having to work on fame for the encyclopedia either. I'm more referring to having to work on fame to progress further in every day game play. For example will there ever be a point where in order to learn the skill of advanced jungle foraging players will have to attain a certain fame level? I mean it seems that it would seem to make sense that in order to be taught the specialty skills of a group that you would have to be liked and trusted, the more specific the skill, the higher the fame.
11) Are there plans to have NPC’s react to players differently based upon how good their fame is? For example if I were to get a high fame level with a group are there plans to have a NPC say “Welcome back old friend, your presence is always a celebrated one in our tribe”.

Can you also give us some statistic reports on fame? Things like what is the average fame level that the players have attained? How many people have reached perfect fame? What groups do players seem to work to get the most (or least) fame in?
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