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Feature Request | 5868 | No | Rendering Issues | Medium | Unconfirmed | Martin | | setting for spell effects quality | 06.01.2013 | | |
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
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Feature Request | 7719 | No | GUI | Low | New | KiFunStuS | | Set Default Collection Bag | 03.02.2023 | | |
Task Description
It would be nice to bea able to make a bag in your inventory the default collection bag.
I think sorting things after that should be manual thou.
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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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Feature Request | 6205 | No | Engine | Medium | Unconfirmed | Sarah McCray | | Seriously? Why no maps? | 01.11.2013 | | |
Task Description
every other game I’ve played helped its players out with a world map and mini map. in some of them, some areas in those games might not have allowed maps. but they all had maps. why doesn’t PlaneShift have a map system to help us navigate? or at the very least give us a compass!
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Feature Request | 7180 | No | Combat | Low | Postponed | Talad | TaladTuathanach | Scripting function "GetItem" inside <on type="attack"> ... | 07.03.2021 | | |
Task Description
Example found in all Alchemist items, example Alchemist Freezer
Error on console is:
Error in ><let> bindings<: Given a NULL iScriptableVar* for >RightItem<.
The scripts are run through : ApsCharacter::InvokeAttackScripts()
The first thing is to execute this script part:
RightItem=Attacker:GetItem(0);
QuaLevel=RightItem:Quality/50;
In a similar case with GetItem(0) but outside of <let> we get MathStatement::Evaluate() with RightItem=nan , it works.
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Feature Request | 6780 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | Scriptable Ojects | 31.01.2015 | | |
Task Description
Courtesy of Rigwyn, on forum wishlist http://www.hydlaaplaza.com/smf/index.php?topic=42019.msg474950#msg474950
The player would define a starting state, a series of "qualifiers" controlling a custom menu of "actions" that may be taken on the object.
Qualifiers could check attributes, skills, possession of an item, or internal counters.
Each action could execute one or more commands, for example /shout, /say, or /tell to the person who acted on it, or update its description or internal counters.
All descriptions and internal counters would be shared to all clients within range as well as persist.
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Feature Request | 2767 | No | User Interface | Medium | New | Andy | | Saving throw commands for Roleplay | 20.02.2009 | | |
Task Description
Saving throw commands for Roleplay
Example:
/dodge
ROLL =< AGI results in “[player] dodges.” ROLL > AGI results in “[player] does not dodge.”
/jump
ROLL =< AGI results in “[player] makes jump.” ROLL > AGI results in “[player] misses jump.”
/sing
ROLL =< CHA results in “[player] sings a lovely song.” ROLL > CHA results in “[player] lets out an awful screech!”
ROLL = random(200)
Might also be expressed like…
/saving agi dodge dodges|does not dodge /saving agi jump makes jump|misses jump /saving cha sing sings a lovely song|lets out an awful screech!
Variations on this are almost endless and could apply to any stat or skill. Saving throw commands are designed to be used by a single player, with the results shown in the channel originating the command.
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Feature Request | 2631 | No | Movement | Medium | New | Elvors Amenoras | | Running up slopes should be more taxing | 26.03.2009 | | |
Task Description
I consider it unrealistic how terrain is (not) interacting with movement.
As far as I know, in real life, every meter up is as taxing as ten meters across. (The factor of 10 is from a schoolbok, it might be a good idea to verify this from a professional source.) Going downwards requires concentration to avoid slipping and falling, and a surprisingly large amount of strength to absorb the shock from “falling” the height would lose with every step. (Walk down 250 metres of a moderately steep slope with a backpack on your shoulders and you’ll know what I mean.)
In terms of game mechanics, this would mean: * When running upwards, the speed should decrease and stamina loss should increase, and the cumulative effect of these two changes should be drastic. It’s possible to trade one change for the other: keeping the speed unchanged and massively increasing stamina loss would force players to rest, keeping the stamina loss constant would call for a massive speed reduction. However, I think it should be a little of both since that causes interesting effects (see below under “game experience”). * When walking downwards, there should be no stamina loss (you can make the physics work for you), and you should be faster, but you lose mental stamina. The less your mental stamina is, the higher the probability of slipping and falling. If you fall on a too-steep slope, you continue skidding. Falling should do damage that’s proportional to the total weight (character + load), blunt damage (not much help from armor); skidding should do damage-over-time, armor protecting fully (essentially this is abrasive damage, which is similar to slash - but don’t give characters armor training from that).
In terms of game experience, this would mean: * Getting up on a slope is a time-consuming experience, and almost never worth avoiding the walk around the hill. People will stay on the paths in the valleys. This will cause more interaction between normal travellers (and make Cutthroat Lane work better for the Cutthroads, too). It will also make people who leave the road more likely to remain undetected. * The Settings team can make NPCs less accessible and less likely to be found by placing them on a hilltop, or in a valley behind mountain pass. * Players with maxed stats have less issues with upward slopes than newbies, but they will still avoid slopes unless they have reason to. * Hilltops will become a tactical advantage. An attacker will need far more time to reach a defender on the top, and expose himself to ranged combat for a longer time. (Take this into consideration when reducing the effectiveness of long-range combat spells; ideally, a mage would win against a fighter from a hilltop, and lose against a fighter on even ground.) * Hilltops also become a bit of a trap. Defenders forced to flee from a hilltop risk falling and getting overwhelmed. * Pursuing down a hilltop is problematic due to risk of falling. Defenders might want to hide a pursuit team in a nearby valley that’s near the height of the route of the attackers, though that would force them to split up forces. Decisions, decisions… which means tactical variation, which is a Good Thing when it comes to making the combat aspects of the game interesting :) * Reaching the Eagle Bronze Doors takes a lot of time already, making them even less reachable will no doubt make many players very unhappy. An alchemist that sells stamina regeneration potions at the bottom of the path up would help with that.
Just my 5 cents :) (and no, I don’t expect this to be implemented anytime soon :D )
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Feature Request | 6803 | No | Engine | Medium | Unconfirmed | Kaerli Stronwylle | Tuathanach | Round out weapon types using existing models | 19.04.2015 | | |
Task Description
Weapon types that I’d find useful in RP and could be more-or-less stood in for with existing art, but aren’t statted/craftable:
Rapiers/some sort of thin thrusting sword – this could use a longsword model for now until we get a proper rapier model in (I might make a low-fi rapier model if I get motivated enough to dust off Blender, even…)
Spears (and perhaps other polearm forms) – these can use the quarterstaff model until a proper model is implemented for them
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Feature Request | 4882 | No | Pets | Low | Unconfirmed | Firiban | | ride other people's mounts | 08.11.2022 | | |
Task Description
Hi, it would be nice if you could lend/rent your mount to other people. This could be made with a dialog box that appears when someone wants to /mount the pet (”Foo wants do ride your pet NameofThePet, allow?”), similar to challenges/trades. If this is implemented there should of cause be auto-accept/deny.
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Feature Request | 7814 | No | User Interface | Low | Unconfirmed | Rykia | | Requesting where we type in the chat window scales with... | 07.05.2023 | | 1 |
Task Description
Requesting where we type in the chat window scales with the rest of the window.
We can select a larger font, but where we type in the chat window does not change, only the rest of the chat window.
Note: There is a huge difference between font size 4 and 5. Suggest to have something in between if at all possible.
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Feature Request | 7325 | No | Character Creation | Medium | Unconfirmed | Regina Musial | | Request for Back-Button and Speaker-Update | 28.10.2021 | | |
Task Description
Hello, Dev-Team,
here are two requests for the character creation in psu:
1. The speaker speaks too quietly! I know its you, Talad, but the background music overwhelms your voice!
2. I miss a “Back”-Button because if i go into the chara creation but dont want to create a new character and want to go back to my character which already are there!
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Feature Request | 5881 | No | Misc | Low | Unconfirmed | Gonger | | Report command: add "reason" | 20.05.2013 | | 1 |
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
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Feature Request | 4727 | No | NPC | Medium | New | RlyDontKnow | | Rentable mounts | 12.09.2010 | | |
Task Description
FR by Vakachehk:
I have an idea for mounts which will need some changes to some maps. For Rivnaks (maybe Drifters too) having stables in which without a ring you may summon them, and dismiss them, without any skill of any ring needed, maybe a tria fee of like 50trias every summon/dismiss (of course there's the obvious issue you un-mount and leave your Rivnak somewhere, either the game automatically dismisses it or it is able to be stolen via a player, or a mechanical guard comes and takes it back to the stable or whatever). Using your Ring of Summon Familiar you can use the skill Empathy to dismiss/summon/etc, anywhere at any time. Also I was thinking about the skill 'Riding' maybe this could be trainable and used in combat while on your rivnak?
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Feature Request | 6795 | No | Crafting Transformations | Medium | Unconfirmed | Noronel | Tuathanach | Remove confusing Broadsword crafting steps | 22.06.2015 | | |
Task Description
I noted that previous bug report 4573, similar in nature, has been closed. I reached out to GMs and it was confirmed that once a broadsword has been furrowed into a blade then the only option is to then make it into a kit. The flow as of 04/04/2015 looks like stock>alpha>beta>delta>brittle>dull>rough>blade (gap) heated>super>red>stock.
If the expected results of working broadswords is to have them be a one time blade, then these extra steps (heated>super>red>stock) are confusing. If the expected results is that the broadsword should be able to be worked from stocks to blade to stocks then currently the step to make the (final) blade into a heated blade is missing.
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Feature Request | 6097 | No | Magic System | Low | New | nobody special | | refresh spell duration instead of failure | 17.12.2022 | | 8 |
Task Description
spells that give buffs should have their duration reset upon further castings instead of casting having no effect within the spells duration.
If I cast defensive wind, currently subsequent castings have no effect while the spell is active. Could this be changed so that the second spell restarts the duration timer?
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Feature Request | 7622 | No | Game Balance | Low | Unconfirmed | KiFunStuS | | Reduce effectiveness of mind drain | 18.10.2023 | | 2 |
Task Description
currently the spell will drain well over 1000 mana points normal max mana is 500
perhaps full duration of a cast at full power could drain 500
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Feature Request | 726 | No | Crafting | Medium | New | Drunk Hammerwielder | | Redesign/Add to the Crafting GUI. | 25.02.2013 | | 5 |
Task Description
Related to: http://hydlaa.com/flyspray_upgrade/index.php?do=details&task_id=611&histring=crafting
Goal of this feature request: To provide an alternative to the numerously unneeded clicking and dragging through the addition of additional options.
Possibilities:
1. Allow all targeting equipment to be targeted and add short cut commands as discussed in http://hydlaa.com/smf/index.php?topic=30727.0;topicseen and http://hydlaa.com/smf/index.php?topic=28284.0 .
1B. Add a /place command that would place a specified number of a specified item into a targeted container.
1C. Add a /remove command that would remove a specified number of a specified item from a targeted container.
1D. Add a /combine command that has the same functionality as the combine button that is on the right click menu.
2. Have the stock casting containers automatically convert large stacks of molten ore to the largest possible unit. (IE: A stack of 63 Molten Iron would yield a stack of 6 Iron Stocks and 3 Iron Ingots.)
2B. Add a button and command to Stock Casting that will toggle that will allow the user to cast only ingots.
2C. Allow the user to combine large amounts of objects at a time so long as the proper amounts of objects are present. (IE: 81 Iron ore and 9 Coal ore would yield 90 Molten Steel. Also, you could combine 10 sword handles with 10 sword blades to quickly put together 10 swords.)
3. Add a key to be pressed and held that would allow the user to pick up an entire stack.
I believe that there has been discussion of several other alterative on the forums.
Thank you for your time: - Tontow
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Feature Request | 7567 | No | GUI | Low | Unconfirmed | KiFunStuS | | Recreate Tab autocomplete for player names | 23.11.2022 | | |
Task Description
In legacy you could start typing a persons name in and press TAB to auto complete the name.
Currently in the Unreal chat box, pressing tab removes focus from the chat window.
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Feature Request | 2532 | No | | Low | Prospect Task | O | | Read, unread, and updated books | 26.12.2009 | | 1 |
Task Description
I don’t spend my life in Jayose’s library. However, once in a while, I would go there and spend a couple of hours reading, looking for new books, sometimes refreshing my memory with older ones.
It would be nice if there was a way to quickly spot a book that one has already read. Maybe a (read) or (unread) mark after the title, or just a different colour for the title font, anything as see fit. A “read” flag would be set as soon as the book is open, to keep it simple, and of course it is the player’s responsibility to read the content. Ok, so far, you can tell me that it’s up to me to remember if I read something or not; even when hundreds of volumes will be available; yes, but…
It gets useful when a book is updated. If I do remember that I read a specific book, well, I’ll probably won’t read it again. Meanwhile, words may have been changed inside, following the inconsistencies hunt, world development, whatever… So, if all statuses are set back to “unread” for all players after a change (or from “read” to “updated” if you want to be more precise), we’ll know that we’d better read it again.
It can be a bit heavy on the database (flagging each book for each player), but at least it’s technically simple. Not to mention other uses you could come up with (quest requisites, statistics for the setting team, etc.)
Also, as Tontow suggested, the info can be stored on the client side instead of a database. To not lose the functionality of the “updated” flag, which is set on the server side, a last updated timestamp for each book is all that is needed on the server. Client side, the log starts empty (no book read). When opening a book, the log is updated (each time) with the book id (its name, I suppose) and the opening timestamp (server time, easier than GMT). When examining a shelf, books are marked according to the log info; thus, if the latest opening date is earlier than the book’s server timestamp, it appears as “updated”.
(Wish list reference: http://hydlaa.com/smf/index.php?topic=34222.0)
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Feature Request | 4448 | No | Engine | Medium | Unconfirmed | Stefan | | Random Spawn zones: NPC often spawn in mid air | 02.03.2011 | | |
Task Description
NPC in random spawn zones often spawn in mid air. It would be nice if they could be hidden until they hit the ground. Don’t send the NPC pos info to the client until it has stopped falling down?
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Feature Request | 7621 | No | Game Balance | Low | Unconfirmed | KiFunStuS | | Race Based Equipment restrictions | 09.12.2022 | | 1 |
Task Description
1. Avoid lore experts needing to tell people they are wearing something their race is not supposed too. 2. limit the level of power gaming
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Feature Request | 5662 | No | Quests Dynamics | Low | Unconfirmed | j oit | | Quest Items assigned to Quests | 06.05.2014 | | |
Task Description
Request for to list additional Items at the Quest Description.
I would like to have the Items aligned to the related Quests in the Descriptions to get a better Overview and some more Clues in Quests. The descriptions right now are a bit spare, my request is like this
Quest Description XxxxX ask you for This (to go there). (Where at some Quests the Place should obviously dont revealed.
But mainly: Quest Items: xxxxxx xxxx (needed: ) xxxxxxxx xxyXxx
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Feature Request | 6668 | No | Quests | Medium | Unconfirmed | Joshua | Venalan | Quest completion warnings. (And safer quests.) | 14.11.2014 | | 2 |
Task Description
Sometimes when talking to an NPC during a quest, it’s not obvious that saying something will end it early. For example, in the Dizzy Bevon quest, telling Charisa that you can’t get into the Winch abruptly ends it. Meaning you will never see the rest of that quest, even if you get Winch access. I thought that she would wait instead, which would be more fair to players. Apparently this game wasn’t as forgiving as I imagined. Failing quests is especially annoying when it involves typed answers too, where a typo or not being specific enough will cost you the quest. (Even if you knew the right answer.)
First of all, I feel there shouldn’t be an option to finish a quest early unless you fail, the options being either you complete it fully or save it for later. This would be much more player-friendly. I didn’t even fail the quest, I just couldn’t get into the Winch. I feel like I was punished for being honest, and possibly have missed out on some reputation forever.
Who in the right mind would back out of a quest after accepting it, anyway? I doubt anyone does it intentionally. These sorts of choices should be greatly reduced. It only makes sense during evil quests where you might feel bad about what you’re doing. If someone is feeling lazy or is busy, then they can complete the quest later, like in any other game. If these dialog options are going to remain in the game, then it may be better if they had a warning such as (ENDS QUEST), while the true ending of the quest could say (COMPLETES QUEST). This would help players avoid making infuriating mistakes like mine.
Secondly, sometimes it is too easy to fail a quest when typed answers are involved. In the Stolen Dagger (sp?) quest from Ojaveda where you have to tell Enach what it looked like, if you say “diamond”, or “diamonds”, instead of “diamonds and opals”, you will get the uneventful ending. This is made even more ridiculous because the answer is in your quest log, so it shouldn’t be possible to get it incorrect anyway. But you only get one chance. Basically, I feel quests that rely on typed text should be more forgiving, because sometimes it’s not about whether you’re right or wrong. Rather, it may depend on how many variations of the correct answer there are, so a lot of the time it isn’t the player’s fault. Sure, maybe “diamond” isn’t that specific, but it definitely narrows it down. If I say diamond, Enack should say something like “Anything else?”.
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Feature Request | 2647 | No | | Low | New | Mario Rohkrämer | | PvP areas need an unmistakable warning | 08.10.2011 | | 5 |
Task Description
Until today I did not know that “Camp Banished” is a PvP area at all. Until I got killed.
I was asked by a GM “if I did not expect that”?! - No, I did not! I see everything as a roleplaying incentive, unless I get a system message warning me about changed world attributes.
This issue is “critical”, because inside this PvP area are quest relevant NPCs. Now, what would happen if you are in a quest dialog with an NPC, and get killed? - You would lose that quest. And if it was a one-time quest, you’ll lose it forever, for your char.
This almost happened to Cadwen today, whom I helped to deliver a “Keg of beer for Filch”. Fortunately the keg was not stolen while we returned from the Death Realm.
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Feature Request | 7749 | No | Bugtracker | Low | Unconfirmed | Damola | | Pterosaur look like in Crystalspace PlaneShift preferre... | 17.02.2023 | | 1 |
Task Description
Damola looks at the Pterosaur at the Pterosaur handler in Amdeneir and feels sadness.
She thinks: “Oh, my where have those grand Pterosaur from the old days in Yliakum have gone?”
Roleplay aside: I really preferred the old look of the Pterosaur with spread out wings. The smaller PSUnreal pterosaur does not look like it can carry a large Kran.
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Feature Request | 6200 | No | User Interface | Medium | Unconfirmed | Rykia | | Provide VIEW ONLY for stored inventory | 26.10.2013 | | |
Task Description
October 25, 2013 If 'User Interface' the wrong "Area", please move this request to where it should be.
This feature request is to provide a VIEW ONLY capability for stored items in our inventory, regardless of where we are located in the game. To be able to view exactly what we would see if we were standing in front of a storage NPC would be ideal and would be in character.
We could sit for hours and log all of our stored inventory items in a book and update it, but gaming is meant to be fun.
By granting this request it would be easier for players to:
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Feature Request | 6343 | No | Inventory/Items | Medium | Unconfirmed | bonifarz | | Prevent accidental item destruction | 19.02.2014 | | 5 |
Task Description
Today morning I accidentally destroyed (”sold”) my main weapon (a Frosty Crystal-Steel Battle Axe of Stone). This has happened earlier and to several other players, and it will happen again for sure. It would be very useful to have either * an option for locking down some items in your inventory to prevent selling them * a confirmation popup when selling items with a rarity of one in a million or more * a way to retrieve items, e.g. as suggested in PS#5325 I know it is the players fault, but it can happen easily if there is a lot of lag or if the storage and trade windows happen to be placed on top of each other.
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Feature Request | 6617 | No | Rules | Very Low | New | Lisa | Tuathanach | Potions for skill boost | 03.10.2014 | | 1 |
Task Description
We have potions that improve stats, we have potions that improve magic skill, how about potions that improve combat skills and job skills? make alchemists have a little more value :)
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Feature Request | 7530 | No | User Interface | Low | Unconfirmed | Damola | | popup window in inventory in some slots overlaps invent... | 03.11.2022 | | |
Task Description
Since a while PSUnreal has a pop window in inventory that appears then hovering with the mouse pointer over inventory slots with items or containers in it.
It is a nice feature.
However in the top right slots of the inventory the popup window overlaps the slot the mouse pointer is over and slots in the neighborhood of it. It thus covers part of the inventory content which makes it more difficult to navigate to the right items.
# How to reproduce
- Move inventory window to the lower right corner of the PlaneShift Unreal window or screen. - Put some items or containers in the top right inventory slots - Hover with the mouse pointer over them.
# Actual results
When hovering over the top right slot the popup window covers 4 slots in the upper 2 rows seen from the top right corner of the inventory slot area.
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Feature Request | 5675 | No | Engine | Medium | Unconfirmed | Gornostaev Alexey | | Pop-up messages on other chars tells you smth | 18.06.2012 | | |
Task Description
It’s very easy to miss tells, greetings and etc. For example if I talk with NPC, NPC tab in chat selected. Other char comes and tries to start dialog with me. As I read what NPC says, I miss blinking in the Main tab, so I ignore that char. As for RP, it seems that I’m very impolite because ignoring other chars. Adding popup for messages addressed to me solve this problem and I can immediately(if I want) reply to char.
My suggestion(technical background):
on each command like <CMD> <TO_PERSON_NAME> generate event with message(tell, greet, etc.)
this message shows in the main view like other notifications
this popups can be toggled off in settings
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Feature Request | 2721 | No | User Interface | Low | New | Andy | | Player shops - Trade functions for guarded items | 28.06.2022 | | 1 |
Task Description
Function to set a guarded item as sellable, with price.
/sellitem name price
Confirmation for sale, confirming price to purchaser. Confirmation text message/description in main when sale has occurred.
Would need at least a button visible in context menu to initiate sale. Set item for sale and price could be command-line, that’d still work.
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Feature Request | 7711 | No | Bugtracker | Low | Unconfirmed | Volki | | Player can climb other characters | 02.02.2023 | | |
Task Description
Player can jump or fall onto another character and enter climbing animation and briefly stand on top of another character. Player then falls due to no collision detected.
Both player characters and NPCs are climbable.
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Feature Request | 5286 | No | Inventory/Items | Medium | Unconfirmed | Greg | | Pile of quest items Of Unknown Importance | 23.06.2011 | | |
Task Description
Not sure if this was adressed but I have a pile of quest items, that after the whipe Of quests Im not sure what I need to keep for Quest trees, or what I can get rid of. Trying to clean out my inventory/Quest items.
I Haven’t really tried to find a spoiler site that lists quest items and what they are for, or even if one exists
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Feature Request | 5698 | No | Quests Dynamics | Medium | Unconfirmed | Mario Rohkrämer | | Pet race selection for old characters redoing the quest... | 19.07.2012 | | |
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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Feature Request | 5255 | No | Crafting | Medium | Unconfirmed | nobody special | | persistent selector for pick up amounts | 20.06.2021 | | 1 |
Task Description
I would find it extremely useful if I could select from 1, 5 and 10 amount when shift clicking a stack of raw materials. This would allow me to improve the efficiency of smelting by picking enough material to cast into stocks of the various types. I could then dump a stack of molten ore into the caster and shift click it to spread out the ores into castable portions. obviously the 5 and 10 amounts are for casting stocks from precious and non precious materials.
It would be useful for this to only apply to molten ores in the furnace as there is no need for ingot/stock to be smelted in these particular numbers. It might be also useful in a forge or other crafting container to have the ability to set to an arbitrary amount when processing ingots or stock for weapon/shield/armor parts.
Perhaps instead of overloading the shift click in this way using the alt click instead would work but this might cause a problem for Apple type computers.
Changed task description to clarify request.
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Feature Request | 6568 | No | Pets | Low | New | mike loeven | | Pack Animals and or Carts for Merchants or Miners | 22.08.2014 | | |
Task Description
Now that we have a working pet AI that can properly follow a player it may be an appropriate time to suggest the addition of something to cater to tradesmen such as traveling merchants and miners who are frequently overloaded by the weight of their inventory.
There is already evidence of large beasts of burden and carts in game and it may be time to implement Pack Animals or a small cart you can pull yourself to increase your overall carrying capacity. aside from the obvious utility value it would also add some RP value allowing merchants to sell directly out of their carts and have enough inventory on hand to negotiate deals along the roads.
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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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Feature Request | 6221 | No | Magic System | Medium | Unconfirmed | Erodare Lenizus | | Over-charged Mana Cost | 18.11.2013 | | |
Task Description
1) For damage capped spells, sliding the power bar above the point where max damage is produced, mana cost is over-charged against the character, in addition to lowering success chance and increasing casting time more than appropriate.
2) If the kill shot (magic) produces more damage than needed to finish off the target, full mana cost is charged even if not needed.
I think it would be more appropriate if the mana cost was down-scaled to the net effect: - if target only has 30 hit points left, a 60-point damage spell should only charge half the mana - if target only needs 5 hit points to be fully healed, a 60-point healing spell should only charge 1/12th of the mana cost - for area spells, calculate against sum effect on all impacted targets. - if you’re going to cap damage, should also cap mana cost and not over-penalize in success chance and cast time when the slider is set too high
Where I’ve referenced the magic power slider above, same should be true for spell commands that explicitly have a power value - i.e. “/cast 90 Taste of Death”
Justification: The mage should be able to determine if a “light touch” will suffice, but players have no way to turn down magic power to improve success chance and/or reduce mana cost and casting time.
Taking this a step further, practice and experience perhaps should be similarly down-scaled, with the possibility of giving none if no actual effect is the result (this would impact spam casting for power-leveling).
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Feature Request | 2357 | No | User Interface | Very Low | New | Mario Rohkrämer | | Option to show guild mate icon/flag in Buddy List | 01.01.2022 | | 2 |
Task Description
Loosely related to FS#2297 and FS#2352 – when a guild member is online, I’d like to see the name displayed in the Buddy List automatically, possibly with a slightly different color (e.g. sky-blue, or like the customizable guild chat color). This could be toggled via an option like: “[X] Add guild mates to buddy list”.
2022: Reworked into show guild mate icon/flag in Buddy List
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Feature Request | 2521 | No | | Low | Prospect Task | Eric | | Option to allow assistance in PvE without grouping | 28.07.2009 | | |
Task Description
I know this is around for some reason, but I think an option to turn this on and off would be better, as it does more bad than good, especially for roleplay. I was talking with someone new in the dungeon, next to an aggressive rogue which I just killed. When the rogue respawned, he went after the new player, and began pummeling him. I tried to intervene and “save” him, but couldn’t attack the rogue because of some magical red letter barrier yelling “I must be grouped with the player to attack”. I eventually tried to heal him, but wasn’t fast enough and he died while I stood there watching helplessly. Next time I’ll start with healing them, instead of trying to attack, group and communicate with the player as they are being attacked.
I’m not sure how many people go out there and try to “steal” other people’s monsters, but this is seriously annoying and unrealistic in the grand scheme of things. This has happened many times and has been tough to try to “save” anyone, so I thought an option to turn on and off to allow players to hoard monsters for themselves or share if they get into trouble. I suggest as a default, it should be allowable for new players. Delete this if it is a repost, couldn’t find anything on it.
Thanks!
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Feature Request | 5168 | No | User Interface | Low | New | Mrokii | | Option for different label-colour for buddies | 20.04.2011 | | 1 |
Task Description
It would be useful if the Option-Window also had an option to change the label-colour for people on ones' buddylist. This would especially be useful when there are a lot of players around, but it would make it easier to spot buddies in general as well.
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Feature Request | 6545 | No | Inventory/Items | Medium | Unconfirmed | Simone | | Opening more than a single book | 13.09.2014 | | 3 |
Task Description
While I’m crafting I like to take notes on steps necessary to make something so later I can just check my notes. Currently it seems, at least to me, not possible to have more than one book open at a time. It could be useful instead being able to have more than one book open, so for example I could have a crafting technique open and my book with notes open too to copy the necessary steps from the crafting technique.
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Feature Request | 6543 | No | Engine | Medium | Unconfirmed | nobody special | | obscure location information for blackflame area. | 25.07.2014 | | |
Task Description
The guild window, who’s online tool, clearly lists blackflame area when you are in the temple. It would be better if it indicated one of the sewer maps instead or some random map. given the secrecy surrounding this status you don’t want joe guildmate to have this info even out-of-contextly.
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Feature Request | 1760 | No | NPC | Low | New | Eric | Jay | NPC Consignment merchant | 16.03.2010 | | 1 |
Task Description
The way it works now:
If I want to purchase a weapon that is better than those offered by NPCs (Trasok, Harnquist, etc) I must find someone who is capable of crafting the item I am looking for, which can be IC, but also find out when they are going to be online, which is OOC. I have spent more hours than I can count trying to find crafted items for sale in Hydlaa and Akkaio. It can be great for RP to have players sitting around doing nothing but selling their wares, but players are going to want to do something other than sit the entire time they are in-game, and there are not enough players to be available 24/7 or even a regular in-game 8-5.
The way it should work:
A specialized NPC character (class of characters) should be introduced that can do two things:
1. Hold items for sale. 2. Sell items that are held at a price specified by the original seller.
Desired Implementation example:
1. Crafter makes item and goes to merchant. 2. Crafter sets a price for item to be sold and removes it from his inventory.
a. this could be done via a specialized trade window/action button.
b. a seller should be able to remove an item that has not been sold (for a fee).
c. the seller should be able to change the asking price (for a fee).
3. The item then becomes available for sale to other players to purchase.
a. a action button and dialog would need to be created to search the merchants inventory.
b. the items listed should allow a description to be viewed (similar to current buy/sell dialog.
c. when an item is purchased it is removed from the merchants inventory.
4. The money would be taken from the buyer and either
1. placed on the merchant to be claimed by the seller any time after the item was sold (minus commission)
or
2. placed in a bank account (minus commission)
* Design consideration should be made for if each NPC merchant is self-contained, or if the NPC merchants know about the inventory of other merchants and can offer those items for sale (for a additional delivery fee) *
Justifications:
1. Players are not available 24/7. 2. All characters should not be crafters (not realistic for RP) 3. Economy would be much more realistic and less OOC as items would not be as difficult to buy/sell. 4. RP is not lost as a crafter can still sell their wares (with no fees) if they sell direct.
Steps to reproduce:
N/A
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Feature Request | 1506 | No | Combat | Low | New | Thom | | Non-lethal guild wars. | 24.01.2010 | | 10 |
Task Description
From forum thread http://hydlaa.com/smf/index.php?topic=32393.0
In normal duels you can decide whether to kill your opponent or not, leaving him with 1 HP. However, in a guild war this is not the case, in a guild war you can only fight to the death. Make it so that fighters in a guild war have the possibility to spare an opponent. This could be done by creating an option when starting a guild war: lethal war or non-lethal where the fighters can decide to spare an opponent or not.
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Feature Request | 7658 | No | Models and Maps | Low | Unconfirmed | ferret | | nolthrir village, and farm in emerald lake | 08.01.2023 | | |
Task Description
now that we have the lake populated with plants and some fishes. i am making a proposal for a kelp bed, seaweed bed, the long bladderwrack that we have in small amounts dotted around, and an area that has algae floating on the surface, with a surround to keep it in the one place. the kelp, and bladderwrack, should be harvestable for nolthrir trading to places that cook, or even to traders (both wandering and in cities)
also i propose a village within the area of the central island, that is on land as well as within the water. the design of the village should look like either a coral reef or large shells. close to the island, there should also be a cave system which i am working on a quest for, and some new monsters for that particular cave system. the caves should really be extensive so that navigation is not easy.
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Feature Request | 7744 | No | GUI | Very Low | Unconfirmed | Stalfos | | No time shown on the stats bar | 11.02.2023 | | |
Task Description
Can’t tell what time it is in Yliakum
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Feature Request | 7827 | No | User Interface | Low | Unconfirmed | Gonger | | No name highlighting in Chat | 03.06.2023 | | |
Task Description
In Legacy your name is highlighted in red when mentioned in Chat. This is not the case in PSU
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Feature Request | 7826 | No | Characters | Low | Unconfirmed | Gonger | | No colour highlighting of floating names | 09.04.2023 | | |
Task Description
In Legacy the floating names have different colours depending on Group or Guild, for example. This is not the case in PSU.
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