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Bug Report | 7807 | No | Quests | Critical | Unconfirmed | Joko | | Starting Menitas Puzzle Quest crashes the server | 19.11.2023 | | 1 |
Task Description
Talking to Menita and confirming the quest with “I will try” crashes the server.
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Bug Report | 7939 | No | Crashes | Critical | Could not Verify | Daevaorn | | Items keep randomly disappearing form containers in gui... | 22.12.2023 | | 1 |
Task Description
When I learned about the new transformation mode I took it upon myself to clean up our guildhouse.
In the process I removed many old items from the map and stored them in containers instead.
While I did this occasional crashes happened, which on returning seem to have deleted items stored in these containers. I have lost roughly 70% of player generated/crafted items, some of historical value this way, as well as many player crafted weapons and armours of highest quality.
A very alarming issue.
If my asumption is correct the server automatically deletes any item that it suspects to be involved in crashes. While this maybe desired behaviour in terms of the technical side of things, in terms of a persistent game world this is REALLY, REALLY bad, if true.
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Bug Report | 7935 | No | Models and Maps | High | Fixed pending release | Daevaorn | | Trapped in the Dwarven Fortress | 17.03.2024 | | |
Task Description
I am now trapped in the entrance area of the Dwarven Fortress for the second time in 24 hours. The door of the cell that gives access to the lower levels closed on its own while I was inside and there seems to be no way of opening it from the inside.
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Bug Report | 7090 | No | Quests Dynamics | High | Could not Verify | Talad | Talad | Sometimes the list of quests is not correct, it contain... | 17.02.2021 | | |
Task Description
Redo quest/events implementation to send/receive, also remove XML.
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Feature Request | 4398 | No | Sound | High | New | | Mathias | Set all volume but npc speech to 20% when npc is talkin... | 19.04.2010 | | 1 |
Task Description
When an npc talks the volume of the music ect makes it hard to hear them. Lets try setting all volume to 20% or so and see how that effects it.
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Bug Report | 5790 | No | Quests Dynamics | High | New | Venalan | | Quest menus dissapear to quickly to click on responese. | 15.10.2014 | | |
Task Description
A general problem with the quest menu system at the moment is the speed at menu disappear. The problem occurs in the following situation.
All the following is within one step in the following format.
Player gives NPC 1 item. Menu: text. NPC: text. Menu: No. Menu: Yes. NPC: text. NPC: text. Give 1 Melorick's Scroll Case. Assign Quest.
You give the npc the item. The initial npc text appears. Once they have finished talking the next two menus appear, but before you are able to click on the menus the menus vanish. This results in you losing the item needed to trigger the quest/step and are unable to repeat it. This was only became a problem with the introduction of the 'bubble' menu system.
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Bug Report | 6666 | No | Quests Dynamics | High | New | Venalan | | Quest menu: when triggering a quest menu with the same ... | 26.10.2014 | | |
Task Description
There are many time in quests and KAs when they have the same trigger, for example “about armor” or “about apples”.
When you click a quest menu (or type some text to an NPC) the first dialogue(s) to be searched should be quests and if a matching trigger is found the quest menu should be sent, then if nothing is found in a quest it should search KAs. What is currently happening when you have two or more matching triggers you are getting a random choice between the quest response and the KA response. This results in players getting what seems to be a response from the NPC but the quest does not continue.
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Bug Report | 7978 | No | User Interface | High | Unconfirmed | Daevaorn | | Port /unstick as a means to solve critical bugs on play... | 24.12.2023 | | 1 |
Task Description
It has happened to me a dozen times over since joining UR after it has replaced legacy, I relogged inside a guildhouse/law map and I am eternally falling for having spawned slightly beneath floor level.
In several instances I had to wait hours for a /tp back to the map, and so it is happening again today.
Please make a quick fix of this enabling players to teleport themselves back to the map in such a case. It’s a real downer to have to wait for a long time in such a case, particularly given the fact that you probably have to stay online for a GM to /tp and fix this. Huge waste of energy with the constant 3D animation.
This could also be of help if players are trapped in map geometry, inescapable pits, rifts and so on.
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Bug Report | 7928 | No | Models and Maps | High | Fixed pending release | Daevaorn | | PCs can get locked into the Ash Brotherhood Lair | 17.03.2024 | | |
Task Description
A server crash happened while I was inside the Ash Brotherhood Lair.
On restart the stone in the doorway had been reset in its closed position, and I was effectively trapped inside, without a way of triggering the mechanism to re-open the passageway.
There should be a second trigger/gear/switch on the iside.
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Feature Request | 5638 | No | Crashes | High | New | Mario Rohkrämer | | Overhaul errorlog.txt usage, make it contain useful con... | 02.08.2014 | | 5 |
Task Description
There are numerous (at least dozens) complaints in the forum that (especially under Windows) the errorlog.txt contains only uninteresting default errors which are not at all critical, but misses really useful and critical entries instead.
The whole “error console” concept is nonsense for Windows users. Windows builds don’t output anything useful in the console they are started from, and this would be the only console where output could be redirected to files.
If you call the client with the parameter “–console”, a new console is opened, but this one can’t be redirected with “>” or “2>”, you would have to mouse-select as much as you can keep in its history. Most PC users will not know enough about Windows to tweak this console window, maybe not even know how to select and copy from it. On Windows 7 it is even worse, when the client crashed, the new console is nearly disabled, so you almost cannot select and copy text from it after a crash.
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Bug Report | 4191 | No | Quests Dynamics | High | New | RlyDontKnow | | npc synonym musn't occur in a trigger | 12.08.2010 | | |
Task Description
if an npc synonym occurs in a quest trigger, it'll break that trigger because incoming messages will be replaced by the more_general value while the trigger still expects synonym. therefore the quest parser should refuse such quests as they're obviously broken or at least throw a warning about such occurrences.
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Bug Report | 4221 | No | Tools | High | Assigned | RlyDontKnow | TaladAngela | missing Terms of Service | 05.08.2010 | | |
Task Description
there aren’t any terms of service on the website and consistently the user doesn’t have to agree to them at any point.
this is a big issue in my opinion as the user isn’t strictly bound to such terms and therefore cannot be accordingly punished in case he’s causing really bad issues.
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Bug Report | 7725 | No | Effect System | High | New | KiFunStuS | | Magic light is giving no light with low graphic setting... | 09.02.2023 | | |
Task Description
Magic light is giving no additional light in game after casting it.
on lowest graphics settings no light on medium no light on high there is light epic graphics settings it is showing light
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Bug Report | 7851 | No | Quests | High | Unconfirmed | Thosor | | loss/restart of of completed or in process quest when q... | 29.10.2023 | | |
Task Description
Scenario: You have several in process quests, You go to NPC, look for list of quests. You pick, a quest offered by say Levrus, “more coal”. To you, it sounds like a new quest, so you click on it to see what it is. It then starts you over on that quest from the beginning. You completed and forgot that quest long ago, but it then gets deleted from your completed or in process quest list.
Unless you check all your completed or in process quests, you are doomed to repeat the entire quest.
If you have many quests done, you may think this is a new quest due to user memory loss, or similar titles of quests. In addition, quest notes are saved locally to a machine, so if you have several machines, or installing new OSs your notes don’t follow.
As an experienced player, I kept trying to please the guards for a pet for a long time before realizing this situation.
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Bug Report | 6397 | No | Inventory/Items | High | New | Venalan | | Loss of item crafting data and names | 04.06.2021 | | 3 |
Task Description
Players, Taya, and I have all seen that crafted items are suddenly missing them name of the crafter. There are also reports of missing names such as “finest”.
I was also able to craft a steel ingot and within a few minutes I managed to lose the information in the examine window which showed I was the crafter of the item.
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Bug Report | 7828 | No | Quests | High | Unconfirmed | chronicler | | Harnqust's Regular Advertising cry is replacing quest d... | 15.04.2023 | | |
Task Description
Issue: Harnquist regularly calls “Blades, shields, repair kits! Get them here!”. If you are collecting a quest from Harnquist, his regular cry can replace a page of his dialog providing the quest information and there’s no way to get back to the page of dialog that was replaced.
His regular cry should be supressed whenever a player is talking to him, so the player can read all the information he is providing.
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Bug Report | 7914 | No | Crafting | High | Could not Verify | Daevaorn | | Dropping an item in an occupied container slot doesn't ... | 07.12.2023 | | 2 |
Task Description
affected version: 0.7.38 (couldn’t be set yet as the version)
When trying to drop an item on an occupied container slot, the item remains “in limbo”, i.e. nothing happens.
This affects crafting severly: Shift-clicking a stack placed into a container, you have always been able to “fan out” stacks of items in containers for crafting processes that would individually change quality (thereby averaging the random factor of the process). This is no longer possible.
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Bug Report | 5626 | No | Sound | High | New | Talad | weltallAndrea Rizzi | Creature sounds implementation | 06.05.2012 | | |
Task Description
As per this document:
http://planeshift.ezpcusa.com/pswiki/index.php?title=Sound_System#Sounds_in_factories
the creature sounds are not working properly in game today.
The common.xml file is properly read, and the resources are properly loaded, but the only state ID which works consistently is state ID 2: charge.
Idle seems to kick in only after attacks, and anyway not consistently. The others are never launched. The problem is that those events are not properly sent to the client a sound events.
In particular we need the following events: IDLE, CHARGE (when first engages in combat), COMBAT IDLE, ATTACK, (being) HIT, DIE, WALK, RUN.
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Bug Report | 6340 | No | Game Balance | High | New | nobody special | Davide Vescovini | Commanding pets gives no experience and little practice | 24.03.2014 | | |
Task Description
Commanding pets is similar to combat skills in that you get no experience for using them but in the case of of combat you get the experience for the kill. I could not get my pet to attack with my 30 empathy, I was able to get a message that my pet targeted successfully as well as a message that my pet needed a target to attack.
Practice seems to have a cool-down period where subsequent commands give no practice. I would think that the cool down period should just be for identical commands, when you need to target something before attacking both actions should give practice.
It would be good to have some information on the state of pet activities.
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Feature Request | 7936 | No | Characters | High | Unconfirmed | Daevaorn | | Cannot target players sitting on a mount | 04.12.2023 | | |
Task Description
A player that is mounted on a Rivnak or Drifter cannot be targeted, for actions such as trade, or even emotes.#
It doesn’t make a difference whether you click player geometry or the mount’s, you always end up selecting the mount over the player.
Even if one could argue for trading that it might be inteded (which I don’t think is overly realistic, since you can hand someone on a mount a loaf of bread), itt would be very strange to greet someone’s pet instead of the owner, when passing on the street, wouldn’t it?
(Selecting high priority since this seriously hampers RP supported with game-mechanics such as emotes)
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Feature Request | 6823 | No | Engine | Medium | Unconfirmed | Vonor | | [Engine/Settings] Add Regexp and wordlists to NPC Speec... | 24.11.2015 | | 1 |
Task Description
While the quest system has greatly improved in the years I’ve been gone, there are still things one needs to type to an NPC.
Currently NPCs are still dumb as bricks when it comes to understand what players “write” to them.
As the “writing” is supposed to be “speaking” one would assume that an a person would understand a word even if it’s spelled incorrectly.
For example - in a certain quest you have to tell a certain NPC the words “diamond and opal”.
If you spell the words wrong (e.g. opale) the npc refuses to help and you have no chance of repeating that step and thus are forced to finish the quest in another way.
With regexp in the engine the settings department could make the answer look like this: (?i).*diamond.*opal.*
This would match case insensitive on “it are diamonds and opals” as well as “diamondsopals” or “diamond opale” as well as many other possible phrases that include the words “diamond” and “opal”.
With wordlists settings could define a couple of spellings of certain words to match on in-word typos even. for example: (?i).*$quest_stepX_wordlist1.*$quest_stepX_wordlist2.* In the wordlist the settings dept could then, for example, define spellings like diamond, daimond, diamant and the like. That’s just an example though, I’m sure there are many more examples in game currently where a npc refuses to answer or you break a step in a quest only because you cnat type
As for the regexp, the PCRE library from Apache could be used, maybe. http://www.pcre.org/
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Feature Request | 6802 | No | Crafting Transformations | Medium | Unconfirmed | Kaerli Stronwylle | Tuathanach | You should be able to heat stock with the Book of Blade... | 18.05.2015 | | |
Task Description
Having to use the Working with Stock book simply to heat steel/ingots for forging makes for a silly amount of swapping back and forth between Working with Stock and Book of Blades. It’d be simple enough to add the steps for heating stock and ingots to the Book of Blades…
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Bug Report | 5289 | No | Combat | Medium | Unconfirmed | Greg | Davide Vescovini | You Must Face Enemy To Attack/You Are To Far Away To at... | 24.06.2011 | | |
Task Description
Not sure if it is just me but I keep getting “You Must Face Enemy To Attack” when im clearly faceing them >
There are A few Angles At which this happens (Most noticable on a Armored Riverling's right shoulder near the Lake Of Tears, Has also happened on the consumors near the Face Of Stone)
“You Are To Far Away To Attack” > (standing right next to them, If I time it right I can jump and hit it’s head, but only can hit when jumping)
I have noticed this On Ojaveda Road 1 Maulbernauts/Vilenaut/Maulberloards (When they spawn in the "vally area of there spawn points") I also notice when I kill them They get suspended Laying down in the air
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Bug Report | 4693 | No | Pets | Medium | New | Aljuvialle | Anders Reggestad | You can rest fast after remounting your pet | 09.02.2013 | | 1 |
Task Description
How to reproduce: do something which require much physical stamina: move many stuff in your bag, do something at anvil or something another. and then run following commands: /sit /unmount /target <PET NAME> /mount ←– here your physical stamina will be full!!! /stand
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Bug Report | 6362 | No | Engine | Medium | Unconfirmed | Simone | | Wrong message with analyze dweomer | 08.03.2014 | | |
Task Description
If you drop an item from your inventory while you are casting analyze dweomer on an another item you receive the message that the item you are identifying is already dead. For example here I was analyzing Fire Bones Mercenary helm. When I dropped from the inventory another helm I got this message.
(11:09:55) >You start casting the spell Analyze Dweomer (11:09:59) >Fire Bones Mercenary Helm is already dead.
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Bug Report | 7954 | No | Crafting | Medium | Unconfirmed | TrippedOnReality/Enarel | | Working with Stock and Working with Rare Stock Books Mi... | 04.12.2023 | | |
Task Description
Working with Stock and Working with Rare Stock books are missing the recipes for heating ingots/stocks in the forge in 0.7.39.
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Bug Report | 7920 | No | NPC Dialog | Medium | Unconfirmed | Stalfos | | Without a way - tell me about circles bug. | 31.10.2023 | | |
Task Description
The first time a character does With a Way Levrus asks what thier favourite way is then there is an option of “Sure, you already told me about Circles” which Levrus does not recognise.
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Bug Report | 6710 | No | Characters | Medium | Unconfirmed | Joshua | | Wild Pterosaur Saddle | 03.12.2014 | | |
Task Description
The “Wild Pterosaur” model still has a saddle on it’s back, making it seem not so wild.
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Feature Request | 6453 | No | Engine | Medium | Unconfirmed | xola | | wielding weapons in hydla | 06.09.2014 | | |
Task Description
guard throw out of city polymorphed players, why not add the same when player wield weapon in city and guard see that?
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Bug Report | 5204 | No | Bugtracker | Medium | Unconfirmed | Shinobu Maehara | | When receiving a bugtracker account, a non-existing ver... | 02.12.2021 | | |
Task Description
When I received the account confirmation message in my inbox, and then clicked on the link, it asked for a verification code. But there was no textbox to enter the code, and it wasn’t in the message sent. Fortunately the login turned out to work just the same - all mention of verification codes should be scrapped.
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Bug Report | 7991 | No | Quests | Medium | Unconfirmed | Tutharel | | when completing a quest with a "choose your reward" sec... | 05.01.2024 | | 1 |
Task Description
when completing a quest with a “choose your reward” section at the end, if you don’t select a reward before clicking “Select a reward” it doesn’t stop you before continuing or give you a default reward, it just completes without giving you any of the possible rewards.
When a friend completed the “Levrus Rat Eyes” quest, she forgot to select a reward before clicking “Select a reward” and received none of the options given.
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Bug Report | 5719 | No | Items Characteristics | Medium | Unconfirmed | Mario Rohkrämer | | Weapon Identification: Weapon History Scroll descr. is ... | 01.08.2012 | | |
Task Description
I would enjoy reading a bit of the Greataxe Nyshyn identified. But the scroll is empty.
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Feature Request | 5216 | No | NPC | Medium | Unconfirmed | mickra | | Visual indication of available quests | 20.05.2011 | | |
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.]
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Feature Request | 6309 | No | Effects | Medium | Unconfirmed | Mario Rohkrämer | Venalan | Visual hint / fortune teller for the now quite rare que... | 05.01.2014 | | 2 |
Task Description
Since the quest chains were introduced, and many indirect prerequisites for the availability of a quest, I now waste a lot of time scanning each NPC for the very few which have a quest available at the moment, regarding my current list of completed quests, over and over again.
The additional vague hints which are being added to the end of quests are not sufficient because on one hand they may fail, and on the other hand they help better when I just started a new character, not when my experienced character is already in the middle of many quest chains.
I don’t expect a big fat rotating question mark above an NPC’s head; it can well be a less remarkable change – like a different color, outline, or font style for the label, or a slight translucent highlight effect.
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Feature Request | 6663 | No | User Interface | Medium | Unconfirmed | Simone | | Visual feedback for typing activity and AFK | 24.10.2014 | | 4 |
Task Description
It could be useful to have a visual feedback to signal to other players when someone is AFK or is typing into the chat (maybe in main chat tab). I ran a poll into the “whishlist” section of the forum. Since I had some good suggestions/opinions from other players I put a link to the thread so it can be used as a reference and to understand how the proposed visual feedback is: Do you think bubbles showing when someone is AFK or someone is typing into the chat are useful?
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Feature Request | 5551 | No | Webtools | Medium | Unconfirmed | Franta | | Version info in server status page | 28.02.2012 | | |
Task Description
Could it be possible to add server version info (and possibly aso recommended/required minimal client version) to the server status page, i.e. to http://planeshift.zeroping.it/index.php?page=about_page for zeroping server? It could help to determine easily whether the update is required/recommended without need to start pslaunch when you don't use it to load the client.
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Bug Report | 6488 | No | Engine | Medium | Unconfirmed | Austin Massey | | Version 0.6.2 client crashes randomly on Mac OS 10.7.5 | 26.05.2014 | | |
Task Description
6 times in 2 hours since the update the game crashed. Returned to version 0.6.1 and it stopped. Tried lowering graphical settings to no affect.
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Feature Request | 6715 | No | Inventory/Items | Medium | Unconfirmed | nobody special | | Vary current quality of loot items | 23.12.2014 | | 1 |
Task Description
I think it would be more realistic and quite useful for looted items to have a random current quality. Finding enough damaged equipment to practice repair is always tough, this idea would go a long way to making it a more usable skill.
This idea, if properly implemented, could also balance out the values of looted items. A sub-routine could be devised to cause the highest value items suffer the greatest pre-loot damage. So a standard unmodified item could have a flat chance of being anywhere from 1 to 50 out of 50 quality. A one modifier item could roll 2 50-sided dice taking the lower result or average, and so on for 2 modifier and three modifier items. Specific implementation could be subject to testing to determine appropriate rates.
This would result in less of a lottery effect.
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Bug Report | 4601 | No | Magic System | Medium | Unconfirmed | Durgrem Ankhlamir | | Various spells doesn't work after the update 17th july ... | 28.05.2020 | | 2 |
Task Description
There are reports of spells that don’t have any effect anymore (neither on you or on enemies)
Known are - meteor - missile shower - dazling light - flame burst
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Feature Request | 3835 | No | GUI | Medium | New | bonifarz | | Value of goods in trade window | 03.10.2022 | | |
Task Description
I would like to suggest an additional widget in the trade window that gives the total (NPC-trade) value of the goods offered, similar to the one for total tria offered. With the quality based pricing system, this could help to lower confusion and make trade and economy flourish. The obvious but neglectable downside is that players could abuse this to identify an enchanted items value without finding an NPC merchant. A solution to that problem could be found when thinking about a feature to identify such items (based on intelligence, dweomer detection, factions with merchants or whatever).
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Feature Request | 6278 | No | User Interface | Medium | Unconfirmed | Andrew Draskoy | | Use object equiped in sword hand if no object is focuss... | 05.12.2013 | | 1 |
Task Description
A UI improvement: This would make things much more convenient for spells like Dweomer Detection, but generally in cases where an action is performed on an object such as repairing weapons and armor. It would be great if the object of the action was (first choice) an external object that you have in focus. If there is no such object, use the one in the sword hand.
Right now, there is a mix of both of these things implemented. This would make it consistent and convenient. Right now it's quite awkward to have to drop an item, and then focus on it before casting a spell on it.
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Feature Request | 6817 | No | Inventory/Items | Medium | Unconfirmed | Richgar | | Unintuitive Placement Order of Picked Up Items | 28.07.2015 | | |
Task Description
Items that are picked up should go into the upper-left most container in our inventory that it can fit into. This will allow players to choose the order they want their inventory to fill up. When my main inventory is full, items start going into my glyph sack instead of the four empty small cloth sacks available. Thank you for your time :)
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Feature Request | 5474 | No | User Interface | Medium | New | Eliyahna | Andrea Rizzi | Undo Button for Music Writer | 20.12.2011 | | 2 |
Task Description
An "Undo" button on the new music writer that could go back at least one step would be very helpful. Thanks!!
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Bug Report | 4484 | No | Engine | Medium | Could not Verify | Jon | | Unable to pick up quest item when inventory full. | 17.12.2020 | | |
Task Description
I was trying to do the Jolik’s Letter quest. My inventory was full when he handed me the letter, and I dropped. By the time I dropped something from my inventory, the letter was gone. Now I am stuck on this quest.
May be related to bug 3712 .
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Bug Report | 7333 | No | GUI | Medium | Unconfirmed | Edicho | | Training UI needs to be more intuitive (and work) | 02.12.2023 | | |
Task Description
The old application clearly stated which skills can be trained by simply showing you them listed in the dialog.
Now you’re getting list of all skills and let’s take Percival Hawthorne for example: https://drive.google.com/file/d/11TT9POMLeO0WOf9he84foTY5Xaju2eUj/view?usp=sharing
What we see is: - list of all skills - some progress bar right under the skill - some progress bar in the right part of the box - if you try to hover on this, we can see it marked “tbd” which doesn’t make it any less defective.
What we should see: - list of skills the NPC can actually train you (the current list needs to be filtered) - the cost of the training both in tria and PP (the progress bar on the right should be simply replaced with a button
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Bug Report | 6530 | No | Spell Formulas | Medium | Unconfirmed | xola | Davide Vescovini | training repairing | 07.03.2015 | | |
Task Description
for every skill we get practices equal to time we spend while crafting but for repairing it is not true the practices are equal to time the SECOND attempt repair the same item(so if i repair shield for 403 s i got 310 practices, second time i repaired it 310s )
would be great if we have two alternative way to training repairing: cheap that take longer and faster if we have to spend more cash there are no bonuses for repairing complex items its only based how bad its damaged it seem
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Bug Report | 5391 | No | Inventory/Items | Medium | Unconfirmed | Vakachehk | | Trading while over encumbered | 28.09.2011 | | |
Task Description
It’s stupid to not be able to trade (through right clicking the character and clicking ‘trade’) while over encumbered (having to sit down because you’re too heavy). But yet you can just make a shortcut or type /trade and it works.
So my point is, why?
(note: if this task has already been posted and discussed, I did search ‘Trade’ and ‘Trading’)
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Bug Report | 6100 | No | Movement | Medium | Unconfirmed | Erteky | | Trader NPCs in movement | 10.10.2013 | | |
Task Description
When you trade with and NPC and it is walking, it won’t stop, and you will no longer be able to buy or sell anything from it, since it will be far away from where you started to trade…
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Bug Report | 5716 | No | NPC Dialog | Medium | Unconfirmed | Mario Rohkrämer | | Tokens of Regard - a little senseless since Narwin pass... | 28.07.2012 | | |
Task Description
Since NPCs move, Narwin visits Ervin Fromaad and must pass Grimal on his way. So it doesn't make much sense anymore that he can't visit him in person and request the token himself.
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Feature Request | 4256 | No | Quests | Medium | Assigned | mickra | JayRuaanAlison ColemankatuRon WhitbySemutaradrJack | Tilavi is in trouble, option request | 05.08.2010 | | |
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.)
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