|
|
Bug Report |
4635 |
No |
Crafting |
Medium |
Unconfirmed |
thob |
|
Unable to heat a stack of Steel Cheekplates |
2010-07-29 |
thob |
0 |
|
I am unable to heat a stack of steel cheekplates.
This is possible with every ore I know, every ingot/stock I know and every part during the production of weapons. So it should be able with Steel Cheekplates aswell.
I think this applies to other new item in the book "Helms of Darmeth" aswell. |
|
|
Bug Report |
4634 |
No |
Crafting |
Medium |
Unconfirmed |
thob |
|
Set of Steel Rings is not usable |
2010-07-29 |
thob |
0 |
|
Using the Book "Helms of Darmeth" you are able to transform a heated steel ingot into one 'Set of Steel Rings' using the anvil with the hammer.
The problem is, that there is just one entry about these rings in that book:
'Shape Heated Steel Ingot into Set of Steel Rings using Anvil with a Hammer'.
That means you are not able to do anything further with these rings. NOthing useful, and.. more important.. you are not able to transform them back into steel ingots. |
|
|
Bug Report |
4633 |
No |
Quests Dynamics |
Medium |
Unconfirmed |
Teriki Tora |
|
Barl's Extended Duty Contract broken? |
2010-07-28 |
Teriki Tora |
0 |
|
Well, I heard it was fixed, but for some reason I cannot progress any farther in this quest... It will be easier to show you...
{{http://img19.imageshack.us/img19/716/bedcprob1.jpg}}
Image 1) As you can see, she's done talking, I've also hit the talk icon after this point, but she has nothing else to say to me.
{{http://img811.imageshack.us/img811/7159/bedcprob2.jpg}}
Image 2) Lets try using the talk Icon on the NPC that I need to talk too! Wait a minute... I can't give her the contract?
{{http://img230.imageshack.us/img230/2977/bedcprob3.jpg}}
Image 3) Well, the only quest Item that I have is this form, lets give it to Aerayau manually.
{{http://img689.imageshack.us/img689/3745/bedcprob4.jpg}}
Image 4) And... You won't take it... Just great... Argh.
---My guess on the problem? The NPC is looking for a "Contract" but you have a "Requesition Form" instead. |
|
|
Bug Report |
4632 |
No |
Engine |
Medium |
Unconfirmed |
e3k |
|
fog makes the client lag |
2010-07-29 |
e3k |
0 |
|
anywhere when fog is on, i get a lag where fps drops to 0 for a second or 2.
yestarday i got also crash during this. now at GBD its only the lag. |
|
|
Feature Request |
4631 |
No |
User Interface |
Medium |
Unconfirmed |
Daevaorn |
|
Emote "address" requested |
2010-07-27 |
Daevaorn |
0 |
|
In a conversation with more than one character it would be highly convenient to have a generic way of indicating whom your next line of chat is addressed to.
I propose the emote command **/address** to have the following effect:
- Without target: "//[character name] addresses the bystanders.//"
- Targeting a character: "//[character name] addresses[/turns towards] [target name].//" |
|
|
Bug Report |
4630 |
No |
User Interface |
Medium |
New |
Daevaorn |
|
Leetspeak replacement filter triggered within words con... |
2010-07-27 |
weltall |
0 |
|
Apparently the filter that replaces certain internet slang abbreviations does only consider strings of ASCII-characters coherent words.
When chatting in German I used the word "**ä**u**ß**ern" (to utter/say) and the chat rendered it as "ä**//you//**ßern".
Severity very low IMO, but maybe also a quick fix? |
|
|
Bug Report |
4629 |
No |
Quests |
Medium |
Unconfirmed |
Mordaan |
|
'Jecascis wants a new sabre' typo/grammar |
2010-07-27 |
weltall |
0 |
|
A line of dialog in the quest "Jecascis wants a new sabre" states:
"They seem to looks fine..."
That should be look, of course. |
|
|
Bug Report |
4628 |
No |
Sound |
Medium |
Unconfirmed |
Teriki Tora |
|
sound leaks memory |
2010-07-28 |
Teriki Tora |
1 |
|
After reading the memory leak upon spell usage, I remembered that I was also receiving a memory leak, but my character doesn't use spells!
[[http://www.hydlaaplaza.com/flyspray/index.php?sort=asc&order=field4&order2=&sort2=asc&project=2&do=details&task_id=4322|Spellcasting leaks RAM]]
So I decided to document this problem using my ever-so-helpful task manager. I noticed that half the time, when the PSClient crashes, my Memory usage for the client is at 1 million KB. There is definitely something in the code that's been continually saving data to amass to this large quantity. Unfortunately I wasn't able to get the client to crash this time (the memory dumped from the 700,000 KB to the 400,000 KB), but I was able to document it.
{{http://img148.imageshack.us/img148/7092/psmemleak1.png}}
Notice that I have Photoshop Open as well. And that the CPU Usage is at the full 99% (Mine rarely hits 100% unless it's a major thing)
{{http://img138.imageshack.us/img138/8214/psmemleak2.png}}
The CPU usage is down, but my Memory usage went up! Photoshop's did as well, but only because I had 2 layers in one file instead of one.
{{http://img830.imageshack.us/img830/6524/psmemleak3.png}}
Holy cow! 700,000! Photoshop went up as well, but only because I now had 3 layers instead of 2 in one file. When my PSClient 'randomly' crashes, I notice that the Memory usage of the client exceeds 1 million! That's HUGE. |
|
|
Bug Report |
4626 |
No |
Crafting |
Medium |
Unconfirmed |
Werner |
|
Crafting Helmets |
2010-07-29 |
Scott Gibson |
0 |
|
Some flaws I noticed:
1) After you made 1 Set of Steel Rings, you can't improve their Q as you can't re-heat or hammer them again. Nor turn 'em back into something usefull like ingots.
2) You can't heat up stacked helm parts e.g. 'Steel Cheekplate' or 'Helm Neck Wrap'. It has to be done one by one. Which is an annoyance.
3) After heating any of the parts, it stops at the state 'heated' unlike all other weapon parts which can be heated up to 'red hot'. Hammering the heated parts will turn 'em back into ingots, which is the next annoyance as it slows the the crafting process down even more.
4) After finishing the 'steel plate helm kit', all you can do is pray. Pray that the next two steps will not totaly screw up the final result. As you can't improve anything beyond that stage anymore. |
|
|
Bug Report |
4624 |
No |
Characters |
Medium |
Unconfirmed |
Peri |
|
Nolthrir Hair Addition After Helmet Removal |
2010-07-25 |
Peri |
0 |
|
After removing a helmet from a female Nolthrir with medium-length hair, long hair is added to the hair texture (see image).
{{http://img.photobucket.com/albums/v281/Pomato/nolthglitch.jpg}} |
|
|
Bug Report |
4622 |
No |
Magic System |
High |
New |
bonifarz |
|
Check damage calculation of flaming weapons |
2010-07-26 |
RlyDontKnow |
0 |
|
The extra damage dealt by the "flaming weapon" buff seems to be the same at rank 20, K=0% will 200 as at rank 100, K=100% will 200. As all other spell caps yielded integer damage values, I suspect a minor bug in the rules for this spell. Duration, mana costs etc seem to work fine.
Possible dependence: http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=1578 |
|
|
Bug Report |
4621 |
No |
Engine |
Medium |
Unconfirmed |
May |
|
Cooking help for Reffitia: Pungent tubers? |
2010-07-25 |
Phil_T |
0 |
|
In the Cooking help for Reffitia quest, she gives you three pungent tubers that you must dice. However, I minced these tubers, and sold them when i remembered that mincing wasn't the correct action to take. I cannot redo the quest, discard it, or ask for more pungent tubers. What should I do now, if there is no way to give her diced tubers? |
|
|
Bug Report |
4620 |
No |
Characters |
Medium |
Unconfirmed |
Jon |
|
Trasok faces wrong way |
2010-07-24 |
Jon |
0 |
|
Trasok seems to have gotten turned around on Ezpcusa. He's facing away from his customers. |
|
|
Bug Report |
4619 |
No |
Quests Dynamics |
Medium |
Unconfirmed |
Daevaorn |
|
Erroneous way of taking up "Introduction to Vigesimi" |
2010-07-25 |
Scott Gibson |
0 |
|
After having accessed Winch the guards way and completing the storyline a while ago, I was recently able
to take up the above mentioned quest a second time by talking to Datal, without having the required
item/referal letter by Amidison. |
|
|
Bug Report |
4618 |
No |
Quests |
Medium |
Unconfirmed |
Daevaorn |
|
Incomplete changes to quest "Deadly Claws for Kelicha" |
2010-07-24 |
Werner |
0 |
|
In the above mentioned quest, the dialogue now talks of Maulbernaut Talons which are to be brought to Kelicha.
The quest description, and of course the title still refer to "Ulbernaut Deadly Claws" which should be changed.
Additionally, when finishing the quest, Kelicha gives information about a gold mine 'near that Maulbernaut herd' that
one hunted. Since there are several places with Maulbernauts, this should be changed in wording to be more immersive. |
|
|
Feature Request |
4617 |
No |
User Interface |
Medium |
Unconfirmed |
bonifarz |
|
More detailled information about equipment |
2010-07-24 |
bonifarz |
0 |
|
It would be desirable for players to obtain all or more of the technically relevant information about weapons, armor and other items that can be equipped. For now, stats for weight, size and quality are displayed in the details window of all items. Weapons only have additional information on attack delay, damage type and damage base value. Armors and shields do not show any clues about their individual properties. Therefore, the diversity and balancing of available equipment appears somehow dull and imbalanced, although it is well possible that many other combat variables are affected by equipment: Attack range, block value, counterblock value, attack value, quality of hit and - of course - effects from item enchantments (loot affixes) that do not directly alter stats or skills. Some of this information may be displayed as additional base values in the details window of an item, although it would make sense to access such knowledge with a spell such as dweomer detection or analyze. Also, the impact of an items quality or affixes on its base values could be displayed in brackets. For now, there is no such information for crafted weapons, and no base value for enchanted items.
Related tasks:
Rules for probabilities to miss: http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=4616
Calibration of ranges and damage outputs: http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=2956
Armor base stats: http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=4510
Armor types and chances to dodge: http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=4335
Lack of weapon identification spell: http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=3325 |
|
|
Feature Request |
4616 |
No |
Rules |
Medium |
Unconfirmed |
bonifarz |
|
Revise rules for attacks that miss the target |
2010-07-25 |
bonifarz |
0 |
|
Judging from the outcome of some tests on the RP server, the chances that an attack misses the target is hardly (or possibly not at all) affected by the attackers stance, the distance to the target and the equipped weapons and armor (given the same skills are associated). In contrast, some stats of the target seem to have a huge impact on this probability, as well as the skill rank associated with the attack. From an intuitive point of view, however, the chance to miss should depend more on the attackers skills and equipment, i.e. the difficulty to handle a certain weapon precisely when bearing the weight of some armor.
For the combat stat comparison between attacker and target, there are already chances to dodge and block. Therefore, a player could make more intuitive use of combat messages if the chances to miss would not depend on the properties of the target, in order to adopt his strategies. With the newly introduced ranged weapons, the distance to the target should be the main factor to determine the chance to miss with respect to the attackers skill ranks.
The last point that could be added in this context is that some mobs, such as consumers and ulbernauts are huge and bulking. A system message reading that you missed such a beast looks somewhat ridiculous. |
|
|
Bug Report |
4615 |
No |
Characters Animation |
Medium |
Unconfirmed |
Teriki Tora |
|
Idle animation needs to finish playing after standing u... |
2010-07-23 |
Teriki Tora |
0 |
|
Hm, can't change the severity, it's not really that severe. Anyways, a minor graphical glitch that requires some code tweaking (or it might be the full standing animation O.o). Whenever you sit down, you need to stand back up, ok, but when you start moving right away, your character remains in the idle animation even while you're moving. This gives the "sliding" effect when a stationary object is moving. You can easily check this out yourself in game. Sit down, stand up, and move as soon as you stand up; you will notice the character will stay in the idle animation until it is finished (Only seen on the Endukai so far, as that's my main character) |
|
|
Feature Request |
4613 |
No |
GUI |
Medium |
Unconfirmed |
Florian R. A. Angermeier |
|
Tooltip - Black semi- or non-transparent background |
2010-07-22 |
Florian R. A. Angermeier |
1 |
|
Simply:
The tooltips should have a black semi- or non-transparent background. It would be easier to read them. |
|
|
Feature Request |
4612 |
No |
User Interface |
Low |
New |
Mario Rohkrämer |
|
Please send/show item (category) lists alphabetically s... |
2010-07-22 |
Franta |
3 |
|
The more different item categories and items exist, the harder it gets finding them in the unsorted category list and item list in the Merchant and Storage windows (e.g. "Food" in the first half, "Food Ingredients" in the second).
Please send or show the lists sorted alphabetically (I believe an "ORDER BY" in an SQL statement would be the trivial solution).
And possibly rename similar categories so that alphabetical sorting groups them -- the "Weapons -" prefix is a good example. |