Wednesday, May 16, 2012

A call to arms! Or keyboards, I guess. Anyway, CODERS WANTED!

Are you a coder? Preferably, a coder with C++ knowledge and a nasty masochism streak?

Then the Ryzom Core project could probably use ya!

The Ryzom Core project is an independent open-source group that works to bring changes to Ryzom itself, allowing Winch Gate more time and manpower to work on customer service, running events, and all the other behind-the-scenes stuff necessary to make Atys the great place that it is.

There aren't too many MMORPGs out there that are as open-source as Ryzom, so individuals looking to gain coding experience on these kinds of games would do VERY well to start with the Ryzom Core. Plus, as the group works to develop the client for use on the Big Three operating systems, working on the Core project can offer a wealth of experience to coders interested in improving their skills on a persistent world.

For more information, see the following links:

Ryzom Core Project Website: All the news that's fit to print on the subject! http://dev.ryzom.com

Ryzom Core IRC channel: Stuck on something? Log on to the IRC channel and ask somebody! Channel #ryzom on irc.freenode.net is where you want to go.

The Soloist: Shooting your way to success

It can be a bit difficult to get those fighting abilities up to par sometimes. Melee fighting carries with it the ever-present risks associated with being "up close and personal" with the creatures you're trying to slaughter, and magic doesn't really help build one's strength, stamina and hit points.

Enter the art of range fighting.

Range fighting - or the art of blasting critters in the face, as I like to call it - has its advantages and disadvantages. The latter consists mainly of having to keep a close eye on one's ammunition (and haul around a LOT of said ammunition - you ain't diggin' and shootin' at the same time unless you're the kind of person that likes destroying things in your inventory or you like hauling around mektoub packers and exposing 'em to danger), but the former column has one plus that potentially outshines any deficiencies:

Range combat is the fighting style that lets you move around and fight at the same time!

So, if you're hard-up for fighting upgrades and find grinding melee to be a bit cumbersome, here is what I would suggest. (NOTE: This advice will not work on Silan. You must be on the mainland to make use of firearms; apparently, someone passed the Brady Bill on Silan and firearms simply can't be had by anybody. Just one more reason to come on down!)
It's not a 30.06, but it'll do.

STEP 1: Craft or buy a suitable firearm. Everyone's got their own preference; I'm a fan of rifles myself. (NOTE: Pistols, sadly, cannot be dual-wielded... yet. Let's hope that changes.) You're looking for max firing rate first, max range second. At this time, if you have not yet already done so, set up a stanza for range fighting - one that preferably includes as much Hit Rate + upgrades as you can manage. (A little Accuracy can't hurt either.)

STEP 2: Learn how to make ammunition. You're going to need a lot of it. I've had success using Dung resin, Koorin oil and Beckers bark as my ingredients. They don't produce the best bullet, but the bullets they DO make get the job done rather well. You can learn how to make ammunition from the crafting trainers.

STEP 3: Find something nice, big and SLOW to hunt. Bodocs make great targets, but for the purposes of this demonstration I'm going to pick on the cloppers again. (One of these days, I'm sure the cloppers are going to get their revenge on me for my continued use of the critter in these demonstrations.) You're going to want to target these critters in an area that allows you some nice running room. Fairhaven has a nice area for clopper hunting to the east of the city, on a peninsula that affords a lot of running room without aggressive creatures in the immediate way, as well as ample amounts of water to dive into for safety should anything go wrong.

Remember, anything 20 levels above your Range Fight level is a waste. And probably will be difficult to hit. So, don't go tangling with named boss creatures or anything silly like that. All the ammo in the world isn't going to help you if you can't even inflict damage on what you're hunting.

STEP 4: Get JUST inside firing range, and double-click on your Range Fighting stanza to allow it to be used automatically. If you get a message saying your out of range, inch up closer until your character starts firing.

Giving new meaning to the term "run and shoot offense"!
STEP 5: Run like hell in the opposite direction. Your character will continue firing over his/her shoulder at your target. (Can't do THAT with spells and swords!) Keep an eye on your target's hit points, and don't let 'em catch up to you. Live to fight another day - that's the goal!

Once the critter falls, harvest its materials if you like (remember, though, that keeping a ton of ammo means you're not going to be able to harvest a ridiculous amount of stuff - be picky if you must), target another one of its kind, and lather/rinse/repeat.

Before you know it, you'll have all kinds of Fight skill points to spend on all those nifty 50-point abilities as well as strength and stamina boosts to further buff your character and allow further exploration of the wide, wide world of Atys.

Keep your powder dry and your sights aligned, fellow adventurers! As always, comments/criticism/anything that's not spam is welcomed in the comments below.


MONKS DEFEND OUTPOST AGAINST MILITIA

PYR (Atysian Press) - As quickly as the truce between guilds was broken, order seems to be restored.

Reports filtering out of the Savage Dunes indicate the Monks of Polonius have managed to successfully stave off an attack by the Pyr Militia. Details of the battle are sketchy, but sources on both sides of the conflict have confirmed rumors that the Monks were able to successfully defend against a swiftly-declared assault by the Militia.

According to sources within both clans, it was the employment of master gunners by the Monks, as well as excellent positioning of those gunner forces to make use of available terrain modifiers present during the battle, that allowed the smaller monastic order to defend against the refined aggressive tactics of the Fyrosian militia that attempted to seize the Monks' Southend Dune Farm.

Militia sources have stated that there are no plans at this time for further aggression against the Monks or any other guild; however, rumors abound that the Militia has engaged in an intense training program to bring their range fighters up to par with the Monks' sharpshooters. The Review, however, could not independently confirm these reports.

What is certain for now is that peace has returned to Southend.

More on this story as it develops.

Thursday, May 10, 2012

The Soloist: Leveling Defensive Magic

So you've left the Ranger camp at Silan, hit the mainland, and have traveled around a little bit. Saw some stuff, killed some things, and you're well on your way to leveling several of your abilities as an Atysian adventurer all by yourself.

...except for that pesky Defensive Magic ability.

You want those skill points for that new Bomb or Spray effect on your spells (and rightfully so), but the only thing left to level in the magic realm for you are spells that do no damage - and it's hard to find groups that are geared toward leveling your Fear and Heal spells because usually, what they're hunting is no match for your Heal 2 or Fear 1 abilities.

Does this sound like you? Well, you're in luck. I'm going to show you novice adventurers a relatively painless way of accomplishing this on your own.

(NOTE: You must be on the mainland for this to work, because Sap Charge is a requirement for the trick. Just one more incentive to come on down!)

STEP 1: Make or purchase (preferably make) a magic amplifier suitable for casting defensive affliction magic with a sizable sap load capacity. A high casting speed bonus is what you're looking for, though power won't hurt much either.

If you do it right, you're only going to be casting once or twice anyway.

STEP 2: Crystallize an offensive spell (acid's usually good, but acid doesn't work on everything - kipee, for example, are immune to its effects) by right-clicking on the desired spell on your action bar and selecting "Crystallize". Imbue this crystallized spell into your magic amplifiers by equipping the amps, opening your inventory, right-clicking on the crystallized spell there and selecting "Enchant Right Hand".

Sap Charging in progress
STEP 3: Charge your amps' sap load with the Sap Charge ability. (NOTE: This costs 1 dapper for each 1 sap loaded into the amplifiers - Sap Charge 1 costs 10 dappers per use, SP 2 costs 20, and so on. Make sure you have the spare change!)

STEP 4: Find a creature that's a higher level than your Defensive Magic ability, but not TOO much higher. For this demonstration, I chose level 35 Growling Cloppers around Fairhaven for a level 28 ability. Why not 20 levels higher, you ask? Takes more shots out of my amplifiers - the cloppers go down in three shots, while level 48 creatures tend to take 6-7. In the end, I've found it to be more efficient on a per-minute basis, but your experience may vary.
Fear link established!

STEP 5: Land just one defensive affliction spell on it. I recommend Fear spells.

STEP 6: Once you've successfully landed a single defensive affliction spell on it, blast away with the Use Item Enchantment ability until it's dead.

Combine with catalyzers for more fun!
All of the experience gained goes directly to your Defensive Affliction ability - keep it up, and those skill points will be yours.

Got a refinement? An alternative? A question? As always, feel free to post below! - D T'k

WAR DECLARED BETWEEN PYR MILITIA, MONKS OF POLONIUS

PYR (Atysian Press) - It appears the long-standing peace between guilds has been broken.

On Holeth, Frutor 12, the Pyr Militia announced its intention to go to war with the Monks of Polonius, a guild based in the Zorai capital of Zora, over control of an outpost in the Savage Dunes called the Southend Dune Farm.

Southend Dune Farm
Founded in 2490 and abandoned in 2494, it is one of the few outposts held by the Monks and produces a rare material called "Maga Creeper" - an ingredient used to craft high-end magic amplifiers that has become increasingly sought-after by the more powerful organizations in the area.

This is what prompted the declaration of war, according to Pyr Militia leader Michellexx.

"The Pyr Militia needs more materials, and this outpost seems like a good one to own," said Michellexx when contacted by the Review for comment. "So we decided to declare war on its current owners."

A source within the Monks' organization, speaking on condition of anonymity, declined to elaborate specifically on the declaration, citing a need to discuss the issue within the guild before commenting publicly. However, they did give some insight on the fragile peace between guilds all over Atys.

The source indicated that the peace itself was an unspoken agreement, albeit one that held for quite some time.

"[The peace agreement between guilds] was unspoken, however once in a while that balance is disturbed," said the Monk source, noting that shifts in alignment between guilds and the two rival factions on Atys - the Kami and Karavan - tends to prompt such outbreaks.

"There is no taste for war within our ranks," said the source. "We believe a balance of power is much better for the Atysian community overall than warfare."

The source gave no indication as to whether they intended to settle their differences with the Militia outside of combat or fight a defensive war.

A local expert on the subject gave the Review a basic rundown of what Atysians can expect from the upcoming war if it indeed happens.

"Wars are fought in two stages," said guild war veteran Trynet. "The owners of an outpost under attack have a certain amount of time, under law, to hire and train local mercenaries to assist in the defense of the outpost. If the defending guild manages to fend off the initial attack, the war is declared over by local authorities and the outpost remains in the hands of the defending party."

Should the Monks lose the first round, he added, there's still hope.

"Should the attacking guild gain the upper hand and seize control of the outpost, the defending guild is allowed by law to have a final attacking round," Trynet told the Review. "Should the guild that seized control of the outpost be able to successfully ward off a counterattack by the guild they defeated, control of the outpost is formally transferred and the battles for that particular outpost are halted unless hostilities are renewed - at which point the whole process starts over."

Then Cekian, intendant for the nearby Fyrosian town of Thesos, had no comment when initially contacted by the Review but said the town council would be issuing a statement "after reviewing the declaration and discussing the matter internally."

More on this breaking story as it develops.

The Ryzom Compendium is now LIVE!

Greetings, Linux gamers! (And any other gamers that found this site.) Welcome to the brand-spankin'-new Ryzom Compendium - a collection of information, stories, and helpful tips about the best MMORPG available natively on Linux.

Over the coming weeks, we'll be adding a ridiculous amount of content, including first-hand reviews of areas, tips and tricks geared toward helping newer players through some of the game's stickier spots, and maybe even a short story or two. All kinds of great stuff on tap.

Until then, we heartily recommend the following existing resources:

RYZOM TRACKER: A handy guide to harvesting as well as a solid overall source of some of the more technical aspects of Ryzom.

RYZOM WIKI: Funny name - serious content! This is the place to go for all kinds of general information as well as information about certain quests within the game. Very helpful if you've lost your place in a longer quest or just interested in background information on the inhabitants of Atys.

BALLISTIC MYSTIX: Run by one of the game's long-existing guilds, the Ballistic Mystix site has a superb materials map as well as a comprehensive guide on Atysian flora and fauna. Want to know what type of damage works best on an igara, or where to hunt for legendary creatures? This is the place to go.

RYZOM DATABASE: If the Ballistic Mystix page doesn't have a certain piece of information, you will most likely find it here. An excellent resource for maps, materials information, and probably the only place one can find a comprehensive listing of NPCs found within the game. (VERY helpful for delivery missions!)

Stay tuned, Ryzom fans! More is on the way.  -D T'k