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 6131 Medium21.08.2013Hirene PenifurDavide Vescovini Mental stamina consumption rule consequences 05.04.2014No10 Task Description

The basic problem is that mental stamina consumption of casting a spell depends only on the realm of the spell and it doesn’t depend on the level of the magic way at all. This doesn’t make a significant problem in case of fighting against mobs, because you need to spend time with looting too, while your stamina can recharge.

However, it has a great impact on player v.s. player magic duels.

The consequence of my experiences is that all mages from level 100 have basicly the same power in a pvp, because even if a much higher leveled mage casts a spell faster than their opponent, their mental stamina drained for the same amount as for the lower leveled mage, and after some (30-45) seconds of fighting the mental stamina of both participants will be depleted (assuming they’re using the same realm spells).

In the previous system a mage (besides the higher damage, higher healing power, and better chance for making full damage on the opponent) has the advantage of FASTER casting, because casting time reduction is not limited and higher (or buffed) level means faster casting.

Same problem comes up when you try to use items give you magic levels. Without taking the magic way level into account for calculating mental stamina consumption, all those items have no long time impact on your attack power, because it’s not the mana what limits your attack power anymore but mental stamina. (Even if you cast the spell faster, you can’t profit it, because your mental stamina depletes in 30 seconds.)

Once again, as you reach level 100 in a magic way, you can level to any higher, you lose the advantage of faster casting, because your fastest (sustainable) casting speed is limited by mental stamina calculated from only the spell realm you use regardless your magic level.

The current rule is again a (causeless) reducing of the rewards for the efforts of the players who spent more time with developing their magic skills higher.

Suggestion:
I suggest to take magic level into account when calculating mental stamina consumption out.
That would give more emphasis of difference of magic levels in player duels, as well as meaning of using way level buff items.

6108Medium10.08.2013Hirene PenifurDavide VescoviniMelee skill has too low damage14.08.2013No7 Task Description

I think melee skill has too low damage compared to weapon skills.
It takes to level up the same efforts, costs and time as any other combat skill, and for that you get very low damage.

I measured MELEE on the Training Dummies, got the following:

Normal stance:
min: 46
max: 77
avr: 62.7

Bloody stance:
min: 53
max: 91
avr: 74.8

I used a Q50 ShortSWORD and got these results (and who does use a Q50 weapon nowadays at all?)

Normal stance:
min: 91
max: 153
avr: 126.4

Bloody stance:
min: 107
max: 180
avr: 145.3

And a Q50 Normal BOW:

Normal stance:
min: 99
max: 167
avr: 137.6

Bloody stance:
min: 116
max: 199
avr: 164.8

If I was using a Q300 Shortsword or Bow, these results would be higher by times 1.7x.
If I was using a Platinum Steel Longswords, the sword results would be higher by times 2.1x.

Conclusion:
Melee skill makes about only 50% damage compared to Q50 Sword and 45% damage to Q50 bow.
And please notice, that I compared the skill to Q50 items only.
In case of melee you have no chance to craft a better weapon, you have no chance to loot weapon with good modifier.

Suggestion:
I suggest to raise the damage of melee skill by at least 260%, because it takes to level melee up the same efforts, costs and time as any other combat skills. Otherwise melee is just a good RP skill :)
(Raising the damage by times 2.6x would be similar as you would use your hands as a Q300 Shortsword, taking the delay into account too (equalized damage per second values). Melee has 1.5 delay, Shortsword has 2.0 delay.)

Raising the damage by times 2.6x would cause:

Normal stance:
min: 119
max: 200
avr: 163.1

Bloody stance:
min: 137
max: 236
avr: 195.5

 6095 Medium02.08.2013Hirene PenifurVenalan Typo in Parent's Job selection at Character Creation 21.08.2021No Task Description

“Talad’s Priest” and “Laanx’s Priest” job names have typo in case of Father’s list (there “Talad Priest” and “Laanx Priest” names are written).
(They’re correct in the Mother’s list.)

 6068 Medium15.07.2013Hirene PenifurDavide Vescovini Chance for getting 1+ ores from higher levels in mining ...31.01.2017No4 Task Description

This is a request to change rules to apply a probability factor according to levels in a harvesting skills for getting more than one item per try. The chance of getting more items could go from level 50 to 200, at level 200 you would get 4 items with 100% chance per one try.

Anyone please comment and/or vote it too if you agree.

 6046 Medium28.06.2013Hirene Penifur Character Details Desc and OOC texts save to and load f ...04.06.2020No1 Task Description

When you edit your character’s descriptions (Desc and OOC) the Save button saves the text files on the same name <charname>_description.txt. It could be annoying if you want to save or load your different Desc and OOC descriptions, you can easily overwrite one of your carefully written text.

I suggest to separate Desc and OOC content when saving or loading them.

 6040 Medium23.06.2013Hirene PenifurTalad planeshift.it/guilds.php doesn't show guilds list 28.07.2013No2 Task Description

http://www.planeshift.it/guilds.php doesn’t show guilds list.

 6038 Low21.06.2013Hirene PenifurDavide Vescovini Crystal enchanting is too slow and gives few practice i ...21.08.2021No10 Task Description

I just made some experiements with echanting gems to enchanted crystals.

Here’s some settings and the results:

I had level 170 in magic way, and I buffed it up to 190 with a helmet and a shield.
I was able to make 6 diamonds out of 17 tries for the first time (35% success rate).
Enchanting process has taken about netto 51 minutes.
On second case, I was working for 93 minutes for 12 gems out of 31 (39% success rate).

I haven’t tested sapphires, emeralds and rubies on my level, but I suppose I could be able to enchant those much faster. I’m also sure that there’s a formula to determine the enchanting time and the success of the enchanting depending on the way level of a mage.

At level 170 diamond enchanting duration was 180 seconds and I got 45 practice points in way skill.
At level 190 diamond enchanting duration was 172 seconds and I got 43 practice points in way skill.

I don’t think it’s expectable from players to spend at least 51 minutes for making 6 enchanted diamonds.
Or you can’t expect players to work 1.5 hours for 12 diamonds.

The success rate (about 1/3) is not expectable either at level 190.

If I would be casting spells for 180 seconds, I would get about 530% (5.3x) more experience in way skill.
Therefore enchanting is not good for leveling a magic skill either.

Conclusion:
My conclusion is that the enchanting process takes too many time due giving very few practice in skill and has too low success rate.

Suggestions, I would:
• half the enchanting time in general, so at level 170 process would take only 90 secs, not 180,
• double the success rate of enchanting a crystal from a gem (This has no effect on skill practice points.),
• double the practice points for the skill.

The results would be (at level 170):

12 gems out of 16 tries in 24 minutes for 1440 practice points,
instead of
12 gems out of 31 tries in 93 minutes for 1395 practice points.

or:

6 gems out of 9 tries in 13.5 minutes for 810 practice points,
instead of
6 gems out of 17 tries in 51 minutes for 765 practice points.

Level 170 in a magic way is considerable high level, so it should produce much faster enchanting process.
But it should be aligned for the formula calculates all the durations for different gem types and way levels.

Summary:
The main goal is to speed up enchanting and giving decent practice in skill regarding the time a player has spent with the process (instead of hunting with spells).
When you use your magic skill, you get something as a reward: loots in case of hunting, enchanted gems for enchanting.
There’re some mages who don’t use offensive spells, they would need a proper alternative to raise their magic practice and levels, enchanting could be one of those.
There’s no reason why enchanting should give only 20-30% of practice points compared to spell casting.

The rule formulas for gem enchanting should be modified to balance efforts and rewards.

6030Medium13.06.2013Hirene PenifurIdea about making crafting skills less grindy20.06.2013No1 Task Description

I think it would be a great feature to make a new type of NPC quests on working title "Skill quests".
It would work similar to the current quests are being developed, so you can get repeatable quests from NPCs regarding to your current skill levels, like cooking/baking quests from Harnquist.

These skill quests would repeat daily (or in any other considered time periods) and crafters could pick orders up from their trainers or other NPCs.
NPC places an order on crafting a certain item that player need to craft and would get huge amount of SKILL PRACTICE as reward for fulfilling the order.

It wouldn't touch the current skill progression system, so someone could 'grind' a skill if they wish to do that.
But we all know, how slow it is now to progress in any crafting skill.

See an example:
The rule settings team think, someone has spent 3 months with developing their blades making skill, should be at level 100 in blades making without grinding.
If a player would play regulary and come back on 60 days, and does the skill quests from NPC, they would get enough skill practice to reach level 100.

Let's say the next level of the skill would take 2 hours of mindless grinding.
But if the player would come back regulary and would do the skill quest, they could reach the same level with making (let's say) 3 products for order.
The items to be crafted would also be different, regarding to the skill level of the player and what items are craftable in the skill.
So, a player would be asked to make a sabre, a falchion, an axe or a shortsword for example.

The advantage of the extended system would be:
- rule settings developers could define a minimum time within someone should reach a certain level in their skill
- the players wouldn't need to grind all playing time spent in PS to reach their skill levels, so they could role play more or work on other skills
- the players would come back more regulary to develop their favorite skills, because the quests would repeat daily

6029Low12.06.2013Hirene PenifurNew skill: creating magical scrolls19.08.2022No2 Task Description

I think it would be nice if mages would be able to make magic scrolls, on the same patterns as you can enchant gems, you could enchant a paper by spells.

Then anyone could use that scroll to cast magic without magical knowledge, so a crafter or fighter character could use identifing, healing or other type of spells.
The power of the spell and the duration would depend on the quality of the scroll, and that on the way level of the mage who created it.

Scroll would be crafted from papers on the same way as you make enchanted crystals from gems.
It could use an ‘intermediate object’ or multiple glyph enchanting on a single paper would do it too.
For example, if a spell is a 3 glyph combination then the crafter would need to use those 3 glyphs (in the right order?) to apply the spell on the scroll.

Using the scrolls would work through the /use command.
/use Scroll of Healing Flash
/use Scroll of Analyze Dweomer
/use Scroll of Fist of the Volcano

The script should consider what is targeted, if an item is targeted, you could use identifing, if a mob or player has been targeted you could use the spell on the target too for attacking or buffing.
You also would be able to cast spells on other players that are only allowed now to cast on yourself like Dome of Perfection.

I already discussed it with weltall, who doesn’t see technical limitations in implementation yet.

 6028 Medium12.06.2013Hirene Penifur Command /clear should have parameter to define the tab  ...24.12.2014No1 Task Description

I wish there was a parameter of /clear command to define what tab do you wish to clear. I think of:
/clear main | channel | npc | whisper | guild | group | auction | system | help

6027Medium12.06.2013Hirene PenifurDisplaying Quality of the stored items in storage windo...14.06.2013No2 Task Description

I think it would be nice to see the actual quality of the stored items too in the storage.

Now, you can see the amount, the price and the name of the item.
Sometimes with lot of similar items but with different qualities, it could help you to chose what you need.
At the moment, you need to click on each same named item stacks to see what you need.

I know it would reduce the maximum number of the storable items per category, but considering the long names of looted items, I think this 8 bytes wouldn’t make big difference.

6019Medium05.06.2013Hirene PenifurDequip command should stack identical items09.06.2013No4 Task Description

We’d like if the /dequip command would stack the same type and quality items in inventory when it’s used in shortcut.
It’s important for crafters, especially in case of hammering chain mail rings, but also would come handy for blacksmiths, blade or shield makers who want to separate Q300 items from other qualities which ones require more work.

In case of armor making crafters used to drop and pick up all the rings to stack the Q300 ones, since /pickup command do the stacking on same quality items. (This breaks immersion of role players, especially at Harnquist.)

The function also would prevent accidental manual grouping of non-Q300 items (blades, ingots etc.) with the carefully selected Q300 items in a slot.

CRAFTERS! Please vote and/or comment!

 6003 Medium23.05.2013Hirene Penifur lowercase item category names in storage 30.09.2013No6 Task Description

animal parts
armor - heavy
weapons - axe
weapons - broadsword

 6002 Medium23.05.2013Hirene PenifurAnders Reggestad Repeating items in containers (sack, glyph sack) since  ...16.11.2013No2 Task Description

The sacks seemingly repeat the first 8 slots in the last 8 slots as ‘shadow items’ when you open sacks.
Glyph sacks seemingly repeat the first 8 slots in the 3rd, the 2nd 8 slots in the 4th 8 slots.
You don’t see the original items in the ‘shadowed slots’.
Moving an item in the sacks restores the correct view.

I dunno the original bug number.

 5997 Medium13.05.2013Hirene PenifurDavide Vescovini Repairing skills 24.12.2014No6 Task Description

I’ve started to learn weapon and armor repairing to test the skills.
I’ve spent 1 074 340 for kits and training prices and 3 500 000 on buying 1000 knives to reach at level 80 in weapon repairing.
I’ve spent 1 060 410 for kits and training prices and a lot of furs I bought or hunted and made leather armors from them to reach at level 83 in armor repairing.

When I’ve offered my services to the guild, they told me, nah, they don’t need it, it’s easier to make a new weapon and it gets better quality too :)

It seems, the prices of the repairing kits are just too high.
I suggest to lower them, just like it has happened to the Water Filled Buckets (from 140 tria to 10 tria).

When you were able to repair an item to maximum quality it was bad for the crafters.
But when the maximum quality has been set to max-2, and the weapons and armors got wearing down much slower, that made the repairing skills almost useless. Hard to find a balance.
I was thinking on what if a weapon repairing skill would be able to remove Ruined, Scruffy, Scuffed, Stained and Tattered properties from looted weapons?
That would make it a bit more useful and an intresting feature.

Also, I think it would worth to think about restoring the repairing skill back to be able to repair things to closer their maximum quality or even better, at least under a certain quality.
It’s realistic that a dull knife you gave to a smith could be get even better than it was.
It would make the repairing skills more useful and worth to train.

Let’s say you could be able (from a certain level in repairing) to repair items from 300 to 299.
To repair items under Q50 back to Q50.
And you would be able to repair Q50 items up to Q100 depending on your level in repairing. (enchanting repairing, to make an average item to better one).

Summary:
We would need to find something out to make repairing skills worthy.

Ideas:
- Lowering the prices of repairing kits to 10 tria.
- Weapon repairing skill would be able to remove Ruined, Scruffy, Scuffed, Stained and Tattered properties from looted weapons.
- By a certain rule you would be able to raise the quality of the items up to a certain quality only.
- Changing the quality loss per repairs from minimum 2 points to 1 point.

 5749 Medium11.09.2012Hirene Penifur of Laanx's Mind and of the leader properties 18.09.2012No5 Task Description

Since the ‘of Laanx’s Mind’ was the only +20 magic level buff in the game, it was understandable it has -20 STR modifier also.
But as new +10 magic level modifiers have been introduced, now it’s not fair to penalize ‘of Laanx’s Mind’ with so high strength reduction.

I suggest to completly remove the strength reduction from LM.


Other modifier is the ‘of the leader’ which gives you -10 STR, but only +30 CHA.
I think - compared to the other +10 modifier - ‘of the leader’ is overpenalized also.

(for example, of Peace gives +30 CHA and +30 WILL also, but no penalties.)

I suggest to remove the strength reduction from ‘of the leader’.
It has no reason you could explain by role play reasons either.

(Why a leader should have less strength than others?)

 5747 Medium11.09.2012Hirene PenifurDavide Vescovini Magic Protection Buff Spell tests - Water Barrier Mod 02.11.2012No2 Task Description

I made some test about the effectiveness of the protective spells.

I was using an about Q150 leather armor set,
melee skill to attack,
in aggressive stance,
against Dlayo Gladiators.

I compared the taken damages to the buffless state.

I got the following results from about 270-300 hits:

AVR Dmg/Hit:

No Buff - 46,78
Water Barrier Mod - 47,55
Defensive Wind - 37,71
Rock Armor - 21,47
Animate Vegetation - 6,73
Diamond Skin - 1,38

Protection Percentage:

No Buff - 0,00
Water Barrier Mod - 0,00
Defensive Wind - 19,39
Rock Armor - 54,11
Animate Vegetation - 85,61
Diamond Skin - 97,06

Once there was a blue spell called “Water Barrier” which was a pretty effective protection spell.
I was using that spell on Q50 Heavy Armors to protect myself against Dlayos Gladiator.

The spell was changed some time ago, and it seems, now it doesn’t give any protection.
Though it’s a level 2 spell, I think it’s pretty hard to get for a player, because you need Water and Sphere glyphs together.
And Sphere glyph is hard to get (you have to chose between Divination and Sphere, but divination needed to do the Blue Way quests)

I suggest to revisit the protection of ‘Water Barrier Mod’ spell, and finalize the ‘Water Barrier’ spell, to be able to give you a decent protection.
It should give you better protection than Rock Armor, but smaller than Animate Vegetation.

Fade out time of this spell (Water Barrier) was pretty Decent in the past.
But the new fade out time is just really really fast, besides it doesn’t give you protection.

I suggest to make the fade out time a bit shorter than Rock Armor, but spell should give more protection than RA.

 5732 Medium12.08.2012Hirene PenifurDavide Vescovini Chainmail armor prices align to the required raw materi ...01.01.2014No20 Task Description

The main problem is the final NPC prices of chainmail armos are much lower than the used up raw materials on the same quality.
According to the equation of quality dependant price calculation from base prices, I have some suggestions for the base prices of different chainmail armors, taking into account the used up raw materials.
I’m sure that these prices are not high for a new players, considering that they usually can’t wear chainmail until they raise their strength to at least 100.

The current base prices of Q50 chainmail armors are:

Chainmail Helm - NA
Chainmail Gloves - 400
Chainmail Boots - 440
Chainmail Arms - 420
Chainmail Pants - 460
Chainmail Torso - 480

Calculating by the price of 80 of the Q50 molten steel.
The correct base prices for the Q50 chainmail armors should be around the following:

Chainmail Helm - 1440 (18 molten steel)
Chainmail Gloves - 1440 (18)
Chainmail Boots - 2160 (27)
Chainmail Arms - 2880 (36)
Chainmail Pants - 2880 (36)
Chainmail Torso - 3600 (45)

The complete chainmail set would be 14400 tria.

These prices cover only the same quality of used raw materials, no added bonus for the crafter.
However, it would worth to think about added bonus, because chainmail making is a long and tiring process.

 5393 Medium29.09.2011Hirene Penifur Jayose doesn't give me the Azure Way quest 09.11.2011No3 Task Description

I tried to give my Way Amulet to Jayose, with the first sentence in the Quest Response dialogue:
1. I want to show you this amulet.

Jayose’s taken my Amulet and answered and asked the followin question:
“Do you want to become an initiate of the Azure Way?”

I’ve choosen the 3rd answer from the Quest Response:
3. Definitely, I want to become an initiate of the Azure Way.

But he didn’t understood my answer, and replied:
“You sound like a blithering mud dobber! Leave me be!”

Then I tried to /tellnpc yes, but the answer is the same, or something else, but he doesn’t understand.
Then I got another Way Amulet from Levrus, and tried it again, but the result was the same.

I originally have only one answer in the Quest Response, and it was the first.
But I did the Dark Way quests until I got my Dark Way Adept’s Bracers, and I tried to get the Azure quests after it.
I’ve seen 3 answers insteed of 1 in the Quest Response, but I’ve never given a Way Amulet to Jayose before.

Now, I can’t get the Azure Way quests in any method.

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