PlaneShift

Task TypeIDPrivateCategorySeverityStatusOpened byAssigned ToSummaryLast Edited[[changedby]]
Feature Request6037NoRulesLowAssignedDaevaornDavide VescoviniInconsistency - Harvesting apples29.07.20132 Task Description

After showing a newbie how to mine and harvest, they approached me the other day saying that they tried to harvest apples around the smithy but failed to apply what I taught them the day before.

It's probably for the fact that apples and their location are far older than the harvesting system s a whole, that I never thought about that before. And that apparently no one else has thought of including apples when setting up the harvesting areas?

I think one should be able to harvest apples just as all the other plants and fruits. If only for matters of consistency.

(I hope the area "Rules" is about right, please re-tag if inappropriate)

Bug Report6035NoCraftingMediumAssignedJThompsonJoe LyonCrafting book bugs: Missing recipes, text not greyed09.08.201321 Task Description

I Was going to make some apple jam biscuits recently as requested by Harnquist but I could not for the life of me find them in any of my cookbooks (I have all four!). Since Harnquist asked for it, I was pretty sure I could make it and took a guess that it should be in the Pastry Chef book that has the jam recipe and open biscuits. With that book in Mind, I was able to make the Apple Jam Biscuits, but I never did actually FIND the recipe. I checked with another cook just to make sure, and she couldn’t find it either. She also pointed out that the Bread with Apple Jam is also missing (the other Bread with Duppong/Teveran/Macca/Joopiner Jam and Duppong/Teveran/Macca/Joopiner Jam Biscuits, as well as the Bread with Butter and Buttered Biscuits are also missing.)

In the Making Enchanted Armor book I discovered that the skills you cannot do are not grayed out (AFTER I tried something, was told I didn’t have the skill, and looked more closely at my book! It does say the usual “WIth higher skill you could blah, blah, blah” but it’s the same color as the rest of the text).

Feature Request6030NoQuestsMediumUnconfirmedHirene PenifurIdea about making crafting skills less grindy20.06.201312 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

Feature Request6029NoCraftingLowNewHirene PenifurNew skill: creating magical scrolls19.08.202226 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.

Feature Request6027NoInventory/ItemsMediumUnconfirmedHirene PenifurDisplaying Quality of the stored items in storage windo...14.06.20132 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.

Bug Report6025NoEngineMediumUnconfirmedJThompsonCrafting confusion -erroneous error message11.06.2013 Task Description

I was working on a batch of Liquid Bread Rise and kept getting “You are not sure what to do with this.” I realize this will probably be nearly impossible to reproduce so I’ll try to explain as best I can exactly what I was doing.

I had started by combining the ingredients (1 Foaming Water, 2 Pinches of Salt, 14 Scoops of Lard) on the preparation table, yielding Unmixed Liquid Bread Dough. Then decided to combine them in the wooden bowl so I could go straight to the mixing step. I had already combined 3 when I switched. I added the ingredients to the wooden bowl and combined, letting it automatically do the mixing step, and this worked fine. The I tried to mix the Unmixed Liquid Bread Dough I had previously combined on the table and that is when I got the “You are not sure what to do with this” message. As long as I combined the items in the wooden bowl and then mixed them I had no trouble. If I tried to put in previously combined Unmixed Liquid Bread Dough it gave me the error message. Several times I reflexively hit the Take All and Stack before it was mixed, and when I tried to put it back in the bowl and mix it I got the error message.
Eventually I had to stop and measure out more scoops of lard, which required switching my wooden spoon for the scoop, since I was also holding a Dagger of Seduction (and wearing a Merc Helm of Seduction, if that matters). After I switched back, I was able to mix the Unmixed Liquid Bread Dough without any trouble… for awhile. (I didn’t realize right away that was what made it work)
Eventually though the problem popped up again (when I prematurely grabbed the mix before it was done, and tried to put it back and finish mixing it, it said “You are not sure what to do with this”) Again, the problem resolved when I switched to measuring lard and back. This happened three times in all. I didn’t put together that it was when I switched tasks that it started working until the third time it happened, so I didn’t have a chance to try just switching tools to see if that was what was fixing it.

Feature Request6019NoEngineMediumUnconfirmedHirene PenifurDequip command should stack identical items09.06.201344 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!

Bug Report6017NoMiscMediumUnconfirmedThijmenproblem with registering at the forum31.05.202021 Task Description

when i try to register for the forum the last question is broken: what is the name of the underground version of the stalactite?
the answer should be stalagmite. (so far i tried several typos on both stalagmite and stalactite).

Feature Request6010NoPetsMediumUnconfirmedThomas Tautenhahnloot option for /pet command27.05.201313 Task Description

It would be cool to have a new option for the /pet command to loot selected targets

i.e.: /pet Bob, loot

Could be very useful for an archer. Just like a dog for real hunters.

Feature Request5994NoGame BalanceVery LowNewMario RohkrämerTuathanachDifferent fishes should have different attributes02.02.202321 Task Description

Different fishes will probably have a rather wide range of weights and sizes: e.g. Carp may become as heavy as several kg, few even more than 30 kg; Manta ray even more with a possible length of 5 m; Dace (mud carp), Ide and Orfe (quite the same) or Perch instead usually less than 1 kg; Coppernose (a tropical barbel) will probably be only few inches long.

But all fishes in PS have the same size and weight of 1.

I don’t expect a variable weight and size per catch, but at least different average weights and sizes.

Bug Report5991NoItems CharacteristicsMediumUnconfirmedDan Johnsonguard command bug18.05.20131 Task Description

Over numerous days my character has left items on the Gug altar. After un-guarding them with /guard they are checked and seen not to be guarded by the character anymore. Upon return on a subsequent login they are found to be guarded by the character again. The same items have been un-guarded several times with the same result.

Bug Report5989NoModels and MapsMediumUnconfirmedKaerli StronwylleMap leak in bdoorsin leads to "unleak" and subsequent c...03.04.2016 Task Description

/pos: bdoorsin -180.54 19.71 -864.52

How to reproduce: Run into the area between the large boulder and the cliff face there.

What should happen: Your char should, at worst, have to /unstick out of it, or be respawned due to the map leak.

What does happen:

  1. Your char (sometimes) gets ‘leaked’ off the map and starts to fall through it
  2. As your char falls, they get put back in the normal map area because of the concavity of the cliff face below the path there.
  3. Result: a DR trip, because your character goes “splat” at the bottom of the Bronze Doors canyon.
Feature Request5985NoMiscMediumUnconfirmedJThompsonMusic - Numbered Measures, Ability to play part of a pi...16.04.20131 Task Description

It would be helpful if measures were numbered.
It would be extremely helpful for writing music to be able to just play the last measures added. It would be useful for RP purposes, too, since that is how one often practices a piece… working on one section at a time, or you might want to share part of something you had written.

Feature Request5984NoMiscMediumUnconfirmedJThompsonNaturals in music16.04.20132 Task Description

Since you can set the sharps and flats for the overall piece of music, you should be able to insert naturals. Otherwise, if you need to cancel one of the sharps/flats for the key you are using anywhere in the music, your only alternative is to write in all the sharps and flats throughout by hand.

Bug Report5983NoMiscMediumUnconfirmedJThompsonMusic sheets not displaying correctly.16.04.20133 Task Description

Several times now a sheet of music I have been editing would, after I closed it and reopened it, display only the first line, even when I went back to edit mode, had already saved it, loaded it to a second sheet, and restarted the game.
Needless to say, this is making it impossible to finish writing the piece of music!

Feature Request5973NoCrafting TransformationsMediumUnconfirmedKaerli StronwylleSome form of support for 'in the field' crafting would ...16.04.201312 Task Description

Currently, all crafting requires a full setup of equipment (fixed-in-the-world crafting containers) for that craft. This makes sense for some crafting skills such as blacksmithing and to an extent alchemy; however, basic cooking and herbalism (and other crafts TBD) should be possible with only portable crafting containers (such as a campfire and pan or a simple, portable mortar and pestle). This would also require new crafting books: “Campfire Recipes” anyone?

Feature Request5957NoUser InterfaceMediumUnconfirmedLusserallSome Shortcut/Options window features LShift/RShift++03.04.20131 Task Description

Not all shortcuts from shortcuts window are in "Options→Controls→Shortcuts"
If you set/change a key in shortcuts window the key does not get set/changed in options window until you relog.

The following is not really a bug but more feature request
If you set a key you can set
LShift - RShift
LCtrl - RCtrl
LAlt - RAlt

But if you make key combos it will just turn to
Shift+key
Ctrl+key
Alt+key

Would it be possible to set
LShift+key
LCtrl+key
LAlt+key
RShift+key
RCtrl+key
RAlt+key

That will open up allot more possible key combinations.

Feature Request5956NoEngineMediumUnconfirmedLusserallSome new commands /put [amount] item - /loot [item or a...20.11.201342 Task Description

/put [amount] item
Into a opened container even when non selected for like sacks that are in your inventory.

/take [amount|all] [stack] [item]
Out of a opened container even when non selected for like sacks that are in your inventory.

/loot [group] [item|all|trias]
Loot a specific item or all items without opening the loot window.

Feature Request5943NoNPCMediumUnconfirmedRoman YagodinAdd NPC with identification service12.08.201332 Task Description

With a plenty of crafted and looted weapons and armor around, there is a need for some basic identification service running by NPC (e.g. Levrus).

To make a ground for an business and relations between real players, NPC identification service should be:

1) expensive
2) less than 100% successful (how about 75%?)
3) limited by item quality / price

Feature Request5941NoCharacter CreationMediumUnconfirmedRoman YagodinImprove character name generation UI21.03.2013 Task Description

It can be handy to have two separate “Suggest name” buttons for first and last name fields in character creation screen.

It opens an easy way to find a nice combination of first / last name for a new character.

Feature Request5936NoGUIMediumUnconfirmedRoman YagodinBook titles for crafting techniques are missing06.05.201461 Task Description

So the subject: book titles for crafting techniques are missing in 0.5.9.10 using “elves” skin (and other skins too):

dl.dropbox.coms5guzxzdxlf11uu3crafting.jpg

But writable and setting books are ok:

dl.dropbox.comsd8x15gts1s5qzp1writable.jpg

Bug Report5932NoMagic SystemMediumNewVenalanGM detection using 'friendly AOE' spells09.03.2013 Task Description

It has been brought to my attention that friendly AoE spells can be used to detect invisible GMs who are within the range of the spell. A check on spells cast from accounts with 0 security could be added that only allows friendly spells to be cast on targets which are ‘visible’ hereby preventing GMs from being targeted when invisible.

Bug Report5923NoSpell FormulasMediumNewRalph CampbellDavide Vescovinimagical protection spells ineffective30.05.20205 Task Description

My character was attacking a Rogue in fully defensive mode with the following spells active and the damage was not noticeably reduced.

Animate Vegetation
Armoured Skin
Defensive Wind
Dome of Perfection
Lesser Future Sight
Rock Armor
Water Barrier

This is ridiculous.
One of these spells should have some protective effect and all of them active at the same time should have some additive effect.
Character was wearing no armor at the time.

Feature Request5915NoQuests DynamicsMediumUnconfirmedErodare LenizusHide Completed Repeatable Quests28.02.2013 Task Description

I've done them…several times, and frankly I'm tired of seeing them offered. Could we have a setting for "Hide Completed Repeatable Quests" that we could enable to stop them form showing up? At least in one case, an NPC has enough repeaters that they show first and new quests are pushed to the 2nd page in NPC Dialog view. If one overlooks the page arrow, one might miss the other offerings.

Filed as Feature Request in Engine > Quest Dynamics…please move it if that's wrong.

Feature Request5914NoQuestsMediumUnconfirmedErodare LenizusSkill Requirements and Time Locks28.02.20131 Task Description

Most quests start with an intro and a confirmation for the player to accept the quest. For those that have skill requirements and/or time locks, instead of hiding the quest completely, perhaps it would be better to expose such quests when the character is otherwise qualified (e.g completed other quests in the chain) and do the skill / time check in the intro steps and have the NPC inform the character that they need to practice more before they can continue, or say something along the lines of "too busy right now, come back tomorrow". This way the player will know the quest is there, and get a hint of what they need to do. Going around and touching all the NPC's and finding nothing just feels like a bug when one knows there should be quests out there someplace.

Feature Request5906NoGUIMediumUnconfirmedRoman YagodinDisable display quantity for a slots with only one item25.02.20131 Task Description

I think, slots in all windows should not have quantity labels displayed then there is only one item.
It concerns inventory window (including equipment slots), a hotbar, container, exchange (could be), etc.

Feature Request5902NoInventory/ItemsMediumUnconfirmedSlissstore a (named)sack with items in storage17.10.201335 Task Description

Sometimes I whish to have the ability to store my alchemy sack, or my crafting sack in storage with its content. So I can easily gab it when I want to work on it so naming the sacks (PS#457) would be ideal.

Feature Request5881NoMiscLowUnconfirmedGongerReport command: add "reason"20.05.201311 Task Description

I had discussed this with Sarva who liked the idea and asked me to enter it into the Tracker.

Add a “reason” to the “report” command:
Usage: report [player name] [reason]

In case it takes a while to implement this, meanwhile at least add to the command description that the reporting player also files a petition because this makes it easier for the Game Masters to check what happened.

Thank you for listening (reading),

Gonger

Bug Report5869NoMovementMediumUnconfirmedskPermanently exhausted when dismounting rivnak14.01.2013 Task Description

First - It seems there is a delay in stamina measurment, so what can happen is that you are moving, getting low on stamina, you stop moving but even after that you can still get sometimes “You are exhausted” message. This is more a feature than bug, but I think it is important in this case. So now what happened:
I was riding a rivnak and got low on stamina. I continued riding and reached my target destination before I had actually run out of stamina, but I was very low at the time. I dismounted the rivnak and around this moment I got “You are exhausted” message. After I dismounted I couldn’t move - the game was saying that I was exhausted. I couldn’t cast spells or do anything that is prevevented when you are exhausted. However, the game was displaying I have full stamina (After dismounting a pet there is a small delay before your health and stamina values are updated to be on par with the current values.) and this did not change even after two minutes I was waiting. So the game still though I am exhausted - mounting again the pet did not help. Client restart helped of course.
I think that the problam may be somewhere between delayed “you are exhusted” message and after dismount stamina and health synchronization. It seems that when you receive in right (or wrong :) ) moment the exhaused message the synchronization after dismount fails in some way resulting in character being viewed as exhausted permanently.

Feature Request5868NoRendering IssuesMediumUnconfirmedMartinsetting for spell effects quality06.01.2013 Task Description

Hi! As reported in "bug" (bug #5867) spell effects performance is pretty slow on Intel Sandybridge HD 3000 graphics. I understand that this may well be a driver / hardware limitation. Due to the extreme slowness its not easy to roleplay on events when other players cast effects, cause then basically I can not do anything anymore. Except for that the performance is quite nice for onboard gfx, enough for me at least, even at 1680x1050.

Cause of this I would like a way to reduce the quality of *just* the spell effects a bit. I found that I can disable them alltogether by setting shaders to "lowest". But any other settings for shaders doesn´t have any visible effect on performance. Also shaders to "lowest" worsens the other gfx as well.

I also learned I can disable spell effects altogether, by removing the *.eff files from effects directory.

What I would like now is a way to configure spell effects to reduced quality and (hopefully) improved performance. This may also be good for other users of old hardware.

Thanks,
Martin

Feature Request5858NoAdvisor SystemMediumUnconfirmedGareth Schakeladd encapsulated "bookmark links" for the advisors31.12.201232 Task Description

while speaking with an advisor eariler today he had instructed my to come to the bugtracker here, but had made a typo in the link pointing me to “http://www.hydlaaplaza.com/flypray” which I had cought and corrected before coming here. As it stands, I’m very familiar with FlySpray from working on other projects so the typo was trivial for me, but other players might not be so keen. I think an easy way of “fixing” the issue of typos for common resources would be to allow Advisors to have encapsulated snippets containing the links. a few examples would be;

(fs) would be replaced with http://www.hydlaaplaza.com/flyspray

(forums) would be replaced with http://www.planeshift.it/forums.html

(guide) would be point to http://www.planeshift.it/quickstart.html

Etc, Etc..

I don’t know exactly what languages the PlaneShift client/server uses, but if it uses Python this would be a fairly trivial addition.

Feature Request5845NoInventory/ItemsMediumUnconfirmedPeter van LooShow weapon requirements20.12.201225 Task Description

It happened to me twice already that I bought a good weapon for tens of thousands of tria, to then find out I need a lot of stats to equip it. And not only can’t I equip it, I don’t know whether it’s worth training for it either because nothing tells me how many more levels I need.

The game shows the effects (damage, speed) and the stats increases/decreases can be looked up in a book in the museum by analyzing the name. Could a way be implemented to know what stats and skills you need to use an item before buying it too? Either as part of identification, as a new separate identification spell for requirements or through some book?

Without that I’m very reluctant to buy anything at all as I spent too much money already on things that are useless to me.

Bug Report5816NoRendering IssuesMediumUnconfirmedRoman YagodinHydlaa lights become wrong after moving between locatio...11.08.201411 Task Description

lh3.googleusercontent.com--kh0bmqzraeuiu5edagebiaaaaaaaaag0ocotvq6wswss790shot02.jpg

This can be fixed with brightness increse / decrease, but still wierd.

Ubuntu 12.04 x86_64 on AMD A10-4600M with latest Catalyst 12.8

Report data:

51.0737 2.32624 -133.063
0.416704 -0 0.909042
-0.184466 0.979195 0.084559
-0.890129 -0.202923 0.408035
"hydlaa_plaza"
0

Bug Report5813NoModels and MapsMediumNewRoman YagodinAbacus icon in "Kilas wants his Abacus Back"09.02.201321 Task Description

1) Abacus quest item in “Kilas wants his Abacus Back” looks like some sort of globus…

2) It is not clear from Crosh’s explanations, that numeric base he uses with 7-th beads abacus. It can be both 7 or 8, so right answer may be 64 (base 8) or 49 (if base 7 is used). If base 7 is used, the whole beads line is moved back (left) in same operation with moving its last 7-th bead to the right. Same alhorithm is used in real Russian abacus, which have 10 beads in a line for 10-th base calculations.

Maybe, 2) is not a bug, but it requires some more “out of game” explorations, than player may expect, or just “brute force” enumeration of possible aanswers. So, Crosh’s explanations about his calculations must be more clear:

Now: “When they’re all to the right, I move them all back and move bead in a second line…“
Must be like: “When they’re all to the right, and I need to count one more day, I move them all back and move bead in a second line…“

Bug Report5790NoQuests DynamicsHighNewVenalanQuest menus dissapear to quickly to click on responese.15.10.20142 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.

Bug Report5786NoModels and MapsMediumUnconfirmedRii RiiDungeon darker at night23.09.2012 Task Description

I think the dungeon is darker at night. I need a torch then. This makes no sense.

Bug Report5782NoCombatMediumUnconfirmedRii Riichanging weapons in battle doesn't work22.10.201222 Task Description

If I have no weapons while in battle and I take out swords, I continue fighting with no weapons. If I stop attacking and then start again, the swords get used.

Bug Report5778NoUser InterfaceMediumUnconfirmedRii Rii/join /leave don't match25.09.20123 Task Description

Accorind to the /help menu, " should be able to say "/join 0" and then "/leave 0", but /leave does not leave "0". Intead it says, "Please specify a chennel hotkey number to leave". Am I supposed to know what a chennel hotkey is?

Bug Report5767NoUser InterfaceMediumUnconfirmedMinksChat highlighting when name is part of another word.16.09.2012 Task Description

I made a char with a very short name (Min).
Everytime some says a word this name is part of (like “I’m coMINg home.”), the whole line
gets highlighted in blue.

Bug Report5760NoBuild IssuesMediumUnconfirmedJohn Smithstatic src analysis of planeshift15.09.2012 Task Description

I have been playing around with the llvm/clang static source code analyzer (http://clang.llvm.org/get_started.html) for a while, and thought it might be fun to run it on the planeshift source code (svn r8433). Even though especially the c++ analyzer is still viewed as beta quality at this time, the results are interesting and can be found here :

http://lbalbalba.x90x.net/clang-analyzer/planeshift/

Bug Report5735NoMiscMediumUnconfirmedDavidBit of grass outside of walls in AkkCentral14.08.2012 Task Description

Nothing major at all, but I cannot change the severity. Is that up to the poster?

Anyway, just on the other side of the wall from Akk-Central -4.46 0.70 4.32, in the empty space, is a bit of grass floating around.

Bug Report5719NoItems CharacteristicsMediumUnconfirmedMario RohkrämerWeapon Identification: Weapon History Scroll descr. is ...01.08.20121 Task Description

I would enjoy reading a bit of the Greataxe Nyshyn identified. But the scroll is empty.

Bug Report5716NoNPC DialogMediumUnconfirmedMario RohkrämerTokens 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.

Feature Request5714NoItems CharacteristicsMediumUnconfirmedAndyNamed variety of crystals27.07.20121 Task Description

The random weapons naming system is one of the excellent features of PlaneShift, and crystals have always been iconic to PlaneShift. Different varieties of mineral crystals produced at the mine sites. Some descriptors that would indicate quality on the crystals, like: Smoky, cloudy, occulted, clear, milky, flecked, fractured, et cetera. Smoky sapphire, occulted Ruby, et cetera. These could indicate grades of quality. Perhaps there should be a chance to pull extremely unique crystals of magical quality with two or more modifiers. I would not be surprised if this was already thought of, but I wanted to put it up here while it was in my mind.

Bug Report5708NoUser InterfaceMediumUnconfirmedTrygve WastvedtQuests only appear after reopening the window24.07.20121 Task Description

If I get a new quest while the quest & event notebook window is open, the quest doesn’t appear in the list until I close and reopen the window. Can getting a new quest cause a refresh of the list of uncompleted quests?

Feature Request5706NoMiscMediumUnconfirmedTobias HuysentruytIn game log viewers23.07.20121 Task Description

I was just wondering if an in game log viewer could be implemented. I don’t know how to minimize and I have to quit my game every single time I want to check my logs, also it’s useful. And makes so that new players don’t have to go around, wondering how the hell they can solve a quest, when they forgot some crucial information.

Feature Request5705NoWebtoolsMediumUnconfirmedAndyMyPlane HTTPS22.07.20121 Task Description

Any way to get MyPlane running on HTTPS? I am thinking before someone has a problem. Not positive on the category on this one, thanks.

Feature Request5704NoInventory/ItemsMediumUnconfirmedAndyBooks could have regular Info window shown first22.07.2012 Task Description

Instead of directly opening the book copy text, it would be nice if a book showed a regular info window first. Title, the authors name, and generic book description. If a Read button were provided, that then opened the window with the book copy text, perhaps an event could be generated so there could be read and unread books in ones inventory. Being able to carry and inspect an unread book perhaps gives some interesting quest possibilities.

Feature Request5701NoCraftingMediumNewrodrigo moraesBad user experience: automatic stacking and merging hig...18.12.201231 Task Description

I’m a new user and I just had a very frustrating experience, so I want to propose an improvement.

I requested a guild mate to craft me some chain armor, and when I got it done I picked the Arm piece i was wearing and tried to exchange by the new one. By the gods, the quality-50 armor merged with the quality-300 one and I got two quality-175 armors. Without any confirmation.

I think the merge-on-stack system is fine for many crafting situations, but merging armor stats is a unexpected one. I fail to see why one would want to merge a higher armor with a much lower one. This doesn’t even make sense: if you mix water and herbs it’s ok that you get an infusion, but you can’t mix a chain mail with another one to instantly get two different ones.

I requested a GM to revert the stats and he said that this is the same situation as when one sells or gives away an item by mistake. I think it is not the same thing. This is not a mistake; it is common to exchange items in the inventory to organize or save space, and having these “side-effects” in place can make a simple inventory management a surprisingly bad experience for new users like me. :(

TL;DR:

1. Please review if it really makes sense to merge armors or weapons. I don’t see the use for it, and it sounds illogical, but probably I’m missing something.

2. Please consider adding a confirmation to actions with clearly bad side effects during inventory management, to avoid the frustration, specially for new users.

3. Please consider adding a toggle/checkbox to the inventory to turn on/off automatic item merging (disabled by default to avoid sad surprises like mine).

Thanks for all the hard work, guys. :)

Feature Request5698NoQuests DynamicsMediumUnconfirmedMario RohkrämerPet race selection for old characters redoing the quest...19.07.20121 Task Description

Several players of old characters who had a Groffel as pet before the quest wipe, and have to redo the pet quest, are unsatisfied that they don’t get a Groffel again, but a Yulbar instead. See: Status of Our Old Pets

May be that Yulbars didn’t exist at all when they got their pet.

May be that Yulbars are somehow preferred now, or there are just no complaints about Groffels so there is a bias about it.

Would it be possible (without extreme efforts) to ensure that redoing this quest creates the same pet race as before? Or would it be possible in cases of old characters redoing the quest after years that they are allowed to chose the race — for emotional reasons?

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