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IDSeverity[[state]]OpenedOpened byAssigned ToSummary[[changedby]]Last EditedPrivate
5216Medium14.05.2011mickraVisual indication of available quests20.05.2011No2 Task Description

When a player character is within the interaction range of an NPC, a mark (label) of some sort should appear above that NPC if they are offering some new or repeatable quests (! not some information for those already running !) for that particular character at that particular moment.

Should be optional as a turn-off or turn-on, depending on the default chosen by designers. In any case, and as with any other label, players should retain the option of not seeing it, if it spoils their fun or ruins their immersion somehow.

The reason for this request: drastically increased amount of questing chains ingame, and the absolutely unhealthy and immersion-breaking amount of mouse-clicking on the same NPCs the game now requires.

Noticing a sign above someone's head is OOC, of course, but clicking a mouse button on someone's model, or getting an aggressive red "…has no quest information for you" line floating in mid-air is equally OOC'ish.
On the other hand, seeing no mark above someone's head would cause neither irritation nor disappointment (while futile mouse-targeting and mouse-clicking, when done repeatedly, invariably produces both of those negative effects).
The marks would also provoke reasonable curiousity about available quests, hopefully enticing new players into doing more of them.

I know this request is somewhat of a long shot, but assuming that the engine is going to be considerably revisited this summer, I decided to submit it anyway.

[Edited for clarity, and also to separate it more from PS#4798. That older one would 'make the game easier' indeed, while what I suggest would only eliminate excessive mouse actions.]

 5215 Low14.05.2011mickraDavide Vescovini Weapon reutilization skill 31.01.2017No2 Task Description

A trained ability to salvage some metal back from used or unneeded weapons.

Processing might go somewhat like that:
- take the combine operation that led to (this weapon) production
- strip non-metallic parts
- determine the amount of metal 'saved', based on the worker's reutilizing skill
- determine the quality of metal 'saved', based on the worker's Metallurgy skill

E.g., at level 0 one should get 1-2 steel ingots back from a sabre, while at level 150 or higher it might be 9-10 steel ingots.

Benefits:
- a new player market for items that normally get destroyed (sold to NPCs)
- better player specialization
- more player interaction
- more tria, resulting from actual player interaction, for new players and/or young characters
- some actual ingame use for non-special looted Q50 weapons, of which there are plenty

The skill would add more fun and occupational activity to the game while not requiring any new art.
Probably, Veja Pontor could be a logical choice for a textbook giver and initial trainer since there must be lots of weapons spoiled beyond all recognition on the Arena everyday.
Might be extended to include shields and helms in the future.

 5193 Medium06.05.2011mickra Ereneid Dhusho needs more RP skill 11.05.2011No1 Task Description

[NPC] Ereneid Dhusho says: Ok, to reach the kran city by pterosaur I need 2500 tria, please hand those to me.

Abbreviation.
Okay (cannot exist in Yliakum Common at all).
Speaking in numbers.
Ban her to EZPC please.

(Or bring XilliX back!)

Related to PS#3685, I guess.

 5185 Very Low29.04.2011mickra Gurrak Qualor, description 11.02.2013No1 Task Description

He has a peaceful look …”

Maybe kra is an exception, somehow, but that ‘he’ feels so weird anyway.

If kra is unique and there is no mistake, then some additional info in the description would be highly appreciated (and please change it to Setting > Feature Request if that’s the case).

 5183 Medium29.04.2011mickra "Friendly" spells abuse 19.12.2016No6 Task Description

More and more players are falling into a nasty habit of casting buffs on unsuspecting and unwilling people. Sadly, many of them won’t listen to reason, so the two options left are fleeing and/or petitioning the abuser. Neither is really satisfying.
It was always quite a pain in the something, but now it’s quickly developing into a powerful griefer’s tool.

To illustrate the point, some of the most common scenarios.

1. The character is badly wounded, and it needs to stay wounded for RP purposes. A Nuisance runs in, casts a series of noob-level healing while not taking any part in the RP itself. Then it (best) just runs away and can be happily forgotten, or (worse) stays around waiting for applause, in some especially hard (worst) cases demanding it out loud. Bye bye RP.

2. You are training combat skills, and all of a sudden you get a stats buff from a Nuisance, thus increasing the amount of time you have to spend to complete the level. Some really persistent Nuisances keep doing it over and over again, no matter what kind of polite /tells they get from you.

3. The Nuisance spots you staying in one place for a while (mining, sleeping, or simply AFK) and starts testing their newly-discovered spells on you, happy and in an elated mood. Most often, it’s CW and, also most often, they get very much upset when asked to stop, no matter how mindful and polite you are trying to be. Logging off is somewhat helpful. Unluckily, it’s helping to preserve their fun but not, by any means, your own.

Like any godmoding (and that’s what it is), the problem creates a lot of unneeded OOC tension. It can be eliminated quite easily though.

Please add an ‘Always decline friendly spells’ or ‘Never accept friendly spells’ checkbox in the Options. Unchecked by default, naturally. The spell still can be cast, but it has no effect on an intended “victim”. Would discourage such practices very effectively and with no need to get into OOC fights over the subject.

 5182 Medium29.04.2011mickra Maxed stats & progression points 09.05.2014No3 Task Description

Maxed stats leading to next to no PPs from harder kills is commonly viewed as a problem in need of a fix.
My request: please let it stay exactly the way it is. It isn't broken. Intentionally or not, it works perfectly as any good RPG should work, making one choose what stats to raise, and how high, and where to stop. Choices and consequences. We actually needed that badly, so don't take it away now when it's around, please.

No easy progression for Superman-styled chars. They are Super already. Let them do something useful with their wonderful abilities. Like, learn some craft and earn their progression points honestly through hard work.

For those who got themselves into the trap unknowingly, and also to allow more flexibility and fun, a downgrade option should be made available instead. An NPC, best of all a mage, who would make you weaker, or dumber, or slower, at your request, and for quite a price, of course, so as to prevent much abuse. Magic is common throughout Yliakum, so it wouldn't be too "un-yliakum-realistic", I think.

 5180 Medium28.04.2011mickraStefan Shield Spike description, grammar 10.11.2012No4 Task Description

It still reads, on all types of spikes, "… More likely to kill your mount then your enemy."

than*, eh?

[Edit] Also, 'two hand-widths long' would be much better than 'two hands widths long'.

 5136 Medium01.04.2011mickraStefan Platinum Steel ingots in the furnace 10.04.2011No2 Task Description

Platinum Steel ingots won’t stack in the furnace. “You are not sure what is going to happen…“, the System says.
Therefore, one can only smelt 1 Plat Steel ingot at a time, while all the other known ingots can be stacked.

Please cancel the task if it is by design and not a bug.

 5135 Medium01.04.2011mickraweltall Screen text made optional 17.04.2011No11 Task Description

Please let the player decide if they want it or not.
As a minor solution, an option of repositioning it or making the font transparent would also be of great help.

Reasons: a)obnoxious, b)eye-tearing/tiring, c)excessive when echoed in the System tab, d)makes the game look retarded and outdated in spite of all that shaders racket.

While crafting (and especially smelting) hard, the problem becomes obvious. One gets one’s screen all covered up in red and green lines. “You start work”, “You are not sure” etc. The “You cannot see what’s going on in the furnace” line would be much more appropriate, ‘cuz, you know, you really cannot see.

(Exceptions for Admin and GM announcements would be highly reasonable though.)

 4542 Medium13.06.2010mickra No background / travel music 13.08.2010No2 Task Description

Maps and travels music not working. Again.
So far looks exactly like PS#3975. And feels the same ;)

Platform: Win32 (WinXP sp3)
Version: 0.5.4

 4357 High07.04.2010mickraRlyDontKnow trouble getting ingame due to a shortcut 17.04.2010No5 Task Description

After editing my shortcuts (ingame, using built-in mechanics like Set→None and Clear) I couldn’t get back into the game later, being stuck at the “Loading GUI” step. All I kept getting was the corresponding map screenshot. The reason turned out to be the deleted “Shortcut 1”. I added an empty shortcut 1 line (null string as the name and no action assigned) to the “shortcutcommands.xml”, at first it seemed to solve the problem, because I was able to get into the game and play. However, after the next quit that line got missing (cleared out, obviously on quit) from the file again, with the same result: being permanently stuck at the aforementioned step.

I solved it all by supplying some dummy name and some dummy command to that shortcut; however, it all doesn’t seem right and may prove very confusing to other players in the same situation.

Version: 0.5.3.1
Platform: Win32

4256Medium16.03.2010mickraJayRuaanAlison ColemankatuRon WhitbySemutaradrJackTilavi is in trouble, option request05.08.2010No1 Task Description

The quest objective is to help a certain NPC find a missing object, that's what my char agreed to do. After finding the object and proceeding to final steps I suddenly receive a ready-made line "X listens to your story" and find my char spilling its friend and ally's whereabouts to X, with me having absolutely no means to prevent or stop it. Honest, it feels like being godmodded by the quest system and is awfully disappointing, to say the least. It also clashes with the general idea of quests being done ICly.

Dear Devs, please add a "not squealing" option, something like "I've just found it somewhere" and let the player deal with one of the main ingame alignments (Law) according to that player's RP. The way it is done now, it's not C&C, it's M&C, having to bear with consequences of the game mechanics, and somehow it doesn't feel right… at all.

PS Ver: 0.5.3

(Edited for clarity.)

 4152 Low24.02.2010mickraJayAngelaRuaanAlison ColemankatuSemutara 'Emporium Raid', option needed 07.03.2010No1 Task Description

The ‘Emporium Raid’ quest should have a refusal option at that point where a questgiver asks the player to go to a certain guard and report a certain organisation to that guard. The action is absolutely unacceptable for some character types because of RP alignments and the quest is undiscardable by the player. It says “…because it can be done only once” and won’t be discarded. There’s also no way to tell beforehand the plot would dive into this; we have a lot of investigation quests that do nothing of the kind, and most of these have refusal options at the crucial steps anyway.

Dear Devs, please make that step either refusable (even if the quest gets some sort of failed ending due to that, it would be normal C&C case) or discardable.

 4151 Medium24.02.2010mickraJayAngelaRuaanAlison ColemankatuSemutara Liera quests tangled 07.03.2010No Task Description

While having both “Insects in the Garden”(1) and “Vladovic needs dried maajo”(2) quests, there’s a tangle in pop-up options. The answer “Yes, I do” when questioned about certain merchant’s whereabouts (2) is taken as positive response from (1). On the second try it jumps to (2) and Liera wishes good luck. However, the (1) quest is already triggered to the next step.

Client: win32.
PS ver: 0.5.2.1

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