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Feature Request | 6080 | No | Rules | Low | Unconfirmed | Davide Vescovini | Davide VescoviniTuathanach | List of crafting feature requests | 01.04.2014 | | |
Task Description
This task collects the crafting feature requests.
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Feature Request | 6108 | No | Rules | Medium | Unconfirmed | Hirene Penifur | Davide Vescovini | Melee skill has too low damage | 14.08.2013 | | |
Task Description
I think melee skill has too low damage compared to weapon skills. It takes to level up the same efforts, costs and time as any other combat skill, and for that you get very low damage.
I measured MELEE on the Training Dummies, got the following:
Normal stance: min: 46 max: 77 avr: 62.7
Bloody stance: min: 53 max: 91 avr: 74.8
I used a Q50 ShortSWORD and got these results (and who does use a Q50 weapon nowadays at all?)
Normal stance: min: 91 max: 153 avr: 126.4
Bloody stance: min: 107 max: 180 avr: 145.3
And a Q50 Normal BOW:
Normal stance: min: 99 max: 167 avr: 137.6
Bloody stance: min: 116 max: 199 avr: 164.8
If I was using a Q300 Shortsword or Bow, these results would be higher by times 1.7x. If I was using a Platinum Steel Longswords, the sword results would be higher by times 2.1x.
Conclusion: Melee skill makes about only 50% damage compared to Q50 Sword and 45% damage to Q50 bow. And please notice, that I compared the skill to Q50 items only. In case of melee you have no chance to craft a better weapon, you have no chance to loot weapon with good modifier.
Suggestion: I suggest to raise the damage of melee skill by at least 260%, because it takes to level melee up the same efforts, costs and time as any other combat skills. Otherwise melee is just a good RP skill :) (Raising the damage by times 2.6x would be similar as you would use your hands as a Q300 Shortsword, taking the delay into account too (equalized damage per second values). Melee has 1.5 delay, Shortsword has 2.0 delay.)
Raising the damage by times 2.6x would cause:
Normal stance: min: 119 max: 200 avr: 163.1
Bloody stance: min: 137 max: 236 avr: 195.5
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Feature Request | 6514 | No | Rules | Low | New | xola | | New item category for kran food | 01.04.2016 | | 1 |
Task Description
food for kra shall have new item category -it mess with alchemy preparations while its toxic for others races
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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 | 6215 | No | Setting | Medium | Unconfirmed | Erodare Lenizus | | Frequent Flier Miles | 12.11.2013 | | |
Task Description
Pretty much says is all. Possibly depends on FS#5366
Venalan will understand :)
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Feature Request | 6814 | No | Setting | Medium | Unconfirmed | Roman Yagodin | | Bring gods in the game | 03.04.2017 | | 1 |
Task Description
From game chat:
/tell Laanx Hi, Laanx! > Laanx is not found online.
Current /pray command is a shortcut for /emote pray, but it could be interesting to have separate command to pray gods (or specific god) for miracles or even ask them about something.
“Miracles” should be protective / healing spells, casted on character or group, or offensive spells, casted on enemies. Spell set could vary by god. Rate of success of appeal & spell power could be determined by character race, faction points, number of previous appeals (in the game day), sacrifices and also (maybe) current location, weather and time of the day.
If god name not specified, any god in the mood could answer to the prayer. Also, appeling to the more ancient gods (Laanx, Talad) should have lesser rate of success, but greater miracles or revelations.
Any character (even have no magical abilities and choose to be atheist) could use this command.
Gods could be implemented as (invisible) NPCs.
Example command formats:
Pray: /pray [godname] Ask: /tell [godname] [question] Sacrifice: /give [godname] [itemname]
Forum thread: http://www.hydlaaplaza.com/smf/index.php?topic=42207.msg477124#msg477124
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Feature Request | 7781 | No | Setting | Low | Unconfirmed | Eatuck | | Invert Mouse Movement Setting | 19.02.2023 | | |
Task Description
Please add this feature to the unreal version. I prefer the pointer/camera to be controlled like a plane in the game. If I move the mouse down, the camera will go up. Thank you.
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Feature Request | 2435 | No | Sound | Low | | Mrokii | Mathias | Sound for receiving Tells or when ones name is mentione... | 05.04.2010 | | 4 |
Task Description
At the moment, there is no way to get a players attention if (s)he is not watching PS. I think there should be an extra sound (settable via options) that is played whenever somebody receives a tell and/or whenever somebody’s name is mentioned. Maybe these should even be two different settings in options.
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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 | 7701 | No | Sound | Low | New | Haviland Tenouri | | Allow users to use key-combinations and extended keys | 29.01.2023 | | |
Task Description
When defining keys, it is currently not possible to use key combinations or extended keys of the keyboard. PSU should be able to handle them.
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Feature Request | 5321 | No | Spell Formulas | Low | Assigned | Daevaorn | Davide Vescovini | Exploration: Areas need more prominent notice | 17.04.2016 | | 3 |
Task Description
I think that many of the newly “explorable areas” will go unnoticed by people because the only indication, the system message is lost between so many others.
Why not have an on-screen notice about reaching such a spot, especially now that those notices are optional anyway?
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Feature Request | 6081 | No | Spell Formulas | Low | Unconfirmed | Davide Vescovini | Davide VescoviniTuathanach | List of Spell feature requests | 01.04.2014 | | |
Task Description
This task collects the spell feature requests.
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Feature Request | 6182 | No | Training & Skills | Medium | Unconfirmed | Adam | | Stats And Skills Menu (Skills Not Yet Implemented Color... | 11.10.2013 | | |
Task Description
Many Skills are NOT yet implemented, which is perfectly understandable.
Please kindly HIGHLIGHT with another color (representing NOT YET IMPLEMENTED) which skills have NOT been worked on yet.
This will greatly help ALL players know which ones are full completed and which ones are not, especially NEW PLAYERS who won't waste time trying to figure out what has not been worked on yet.
Recommended Color: Bright Purple (easy to see and readable)
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Feature Request | 6356 | No | Training & Skills | Medium | Unconfirmed | nobody special | | max tempo default play | 28.02.2014 | | |
Task Description
Scores whose given tempo (beats per minute) is greater than the performers skill level would allow should play at the maximum tempo available to him unless it is specifically set lower than the max. resetting the tempo with every repetition of the piece is counter-productive.
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Feature Request | 6935 | No | Training & Skills | Medium | Unconfirmed | Stalfos | | Jomed's Meat Medley: Optional task needs cooking 50 | 05.11.2019 | | |
Task Description
There is an optional arm of the quest, that requires cooking skill to be at 50, when the quest itself only requires 10 skill in cooking to claim.
If you choose to go for the optional part of the quest, you delay getting the next book after Meat and Stew Recipes, so training those 40 ranks to make Cheesy Succulent stew takes ages.
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Feature Request | 6250 | No | Updater/PSLaunch | Medium | New | Mario Rohkrämer | Joe Lyon | Temporary privilege elevation during update? | 09.12.2014 | | 1 |
Task Description
I hope it is technically possible to programmatically request a further execution of the launcher as administrator to be able to exchange binaries in UAC protected directories (%ProgramFiles% or %ProgramFiles(x86)% under Windows Vista/7/8…); and may it just be by the launcher calling itself as a new instance executed under the Administrator account.
Other platforms than Windows may require a similar solution.
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Feature Request | 538 | No | User Interface | Medium | New | John | | Shortcut windows with subwindows for organizing shortcu... | 05.06.2021 | | 4 |
Task Description
Now we have space for 200 shortcuts/Macros it would be useful if one could group sets of shortcuts into their own subwindow so one could have a window for combat shortcuts, a window for crafting, a window for RP shortcuts etc.
It could be fixed 4×20 8×10 or user selectable
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Feature Request | 1135 | No | User Interface | Low | New | Loyni | | use /tell with alias names | 05.07.2009 | | |
Task Description
It would be nice to use alias names from buddy list for /tell command. e.g name: full_char_name, alias: Loyni. /tell Loyni [text] could be translated itnernally to /tell full_char_name [taxt].
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Feature Request | 1558 | No | User Interface | Low | New | Arerano Areramau | | chat tabs: "Emotions" or "fighting Messages" should be ... | 12.09.2010 | | 1 |
Task Description
split "emotions" or "fighting messages" from "system base" so that one can have "fighting" in "System-Tab" but "emotes" in "Main-Tab".
Right now you can chose which "Messages" go to "Main Tab" and which not (System Tab). But both "Emotes" and "Fighting Messages" are part of "System Base", thus you can either have both, or none of them in Main. And being spammed with "Fighting Messages" during RP is quite annoying. Indeed, you could filter them out - but that's not the same since you won't get those messages at all then.
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Feature Request | 2070 | No | User Interface | Low | Prospect Task | Caarrie | | ability to search by name for /item window | 24.01.2010 | | |
Task Description
the gm /item window has many items listed in it, it would be much easier if you could just type the name of the item needed and it would show you the 3d mesh and the icon as if you had found it in the catagory selection section. this is very helpful for trying to see what something looks like without having to spawn it. as more and more items start to be added to laanx less and less people will be able to use the /item window to find items and will use /item <name> instead but that is a waste if they just want to view an item and have no use for it.
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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 | 2436 | No | User Interface | Low | Prospect Task | Mrokii | | An obvious way to show a player's away/sleeping status | 28.06.2022 | | 4 |
Task Description
I have often experienced that people come close to my character, trying to interact with me without trying to use tell. So they do not get that I am actually away, they may just assume that I am or (in the worst case) think I am rude because I am ignoring them. So what is needed is a way to show another character the own away and-/or sleep-status. Though I am not quite sure which would be the best way to do so.
Here are some possibilities: - add “away” or “sleeping” to the players label when one moves the mouse over another character - This status should be shown always, no matter if the user has activated the display of name or name/guild in options. Or at least there should be an own setting for it, in case somebody absolutely do not want to know about this status. - To make it a bit more icly, don’t separate between “sleeping” (activated via “/sleep”) and “away”. In both cases use “sleeping” as a players status. - A possible extension could be to set auto-sleeping like on irc. Say, the user hasn’t done anything for half an hour, he is automatically set to “sleep”-status.
I think this would help to avoid confusion like what I described above.
Related to FS#2667
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Feature Request | 2667 | No | User Interface | Low | New | Timmeh | | Add [Away] tags to /who list | 28.06.2022 | | 3 |
Task Description
It would be convenient if you were to do a /who Timmothy and I had autoreply on it would return
Timmothy [Away] Guild
Currently, I find the /away command rather useless, as you’d have to /tell the person who’s away, not knowing for sure if they’re even away. But with it in the /who, you can find out if someone is away, then send a /tell to find out the reason/how long.
Related to FS#2436
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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 | 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 | 4513 | No | User Interface | Medium | New | Mario Rohkrämer | | Combat ratings in /targetinfo should mention a defense ... | 07.06.2010 | | |
Task Description
It is only partially helpful to estimate if an opponent is more or less stronger than my own char, as long as I don't estimate its defensive qualities too. I would like to see a pair of chances to get hurt by it, and chances to be able to hurt it. Especially since some oppoments are so well armored that even "Extraordinary" quality crafted weapons won't do any damage as long as the character has only average weapon skills. And it is quite vital to estimate the chance of breaking the armor before starting a fight. Even if the opponent is "about as strong as" the character, it is not just risky but suicidal if the opponent is the only one which has any chance to hurt.
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Feature Request | 4519 | No | User Interface | Very Low | Unconfirmed | Kaerli Stronwylle | | Cannot have multiple windows of one type open at the sa... | 08.06.2010 | | |
Task Description
This is most limiting when trying to juggle multiple containers (such as the furnace and the stock casting) at once.
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Feature Request | 4789 | No | User Interface | Medium | New | Frederik Elwert | | action locations have no labels and are not selectable | 16.10.2010 | | |
Task Description
The grill in Reffitia's kitchen in Brado's tavern doesn't behave like other items in the kitchen: The preparation table, for example, is selectable and has a label. The grill is not selectable, and it has no label. One can interact with the grill (e.g., store something in it) just as with the preparation table by right-clicking it. But the grill is much harder to identify, since it has no label.
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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 | 5433 | No | User Interface | Medium | Unconfirmed | Mario Rohkrämer | | Need a filename prompt when saving a book | 17.11.2011 | | 2 |
Task Description
A book is saved on the local disk with the custom title entered while writing its content. This is very inconvenient if the book has a quite verbose title, then the filename is just as verbose, and if you want to load this text into a copy of this book, you need to type exactly the same book title into the loading filename dialog. Or you need to know where books are located outside the game and rename the saved file there.
I'd like to be able to specify a brief filename to save a book to. The filename dialog may be pre-filled with the suggested filename based on the book title, but I'd like to change it before saving, if desired.
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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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Feature Request | 5957 | No | User Interface | Medium | Unconfirmed | Lusserall | | Some Shortcut/Options window features LShift/RShift++ | 03.04.2013 | | 1 |
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.
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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 | 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 | 6392 | No | User Interface | Medium | Unconfirmed | Jon | | Add switch character/logout option to client | 06.04.2014 | | 3 |
Task Description
Currently when leaving PlaneShift, the only option is to completely exit the client. It would be convenient to be able to go back to the character selection screen and/or the login screen rather than having to restart the client.
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Feature Request | 6573 | No | User Interface | Medium | Unconfirmed | mike loeven | | Store Quest Notes in the Books Database | 06.09.2014 | | 1 |
Task Description
I would like to request that saved quest notes be moved from client side into the book database. currently the quest notes are saved locally and are very vulnerable frequently getting deleted during client repair or re installs. additionally for players who have more than one computer these notes do not properly persist between clients.
considering that players are already allowed to write books and that text data takes up very little space there is really no reason NOT to move this feature server side.
another major issue with the current implementation is that the quest’s description is missing a lot of key information provided by the npc conversation such as names and locations.
a perfect example is the quest Masked Mistress where the description tells you the summary however does not include her brothers name which is given in the npc dialogue.
the lost of quest notes can easily render a quest impossible to complete without asking a person for spoilers or searching through game logs for the missing conversation.
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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 | 6703 | No | User Interface | Medium | Assigned | Tuathanach | Joe Lyon | how code handles missing gui items | 20.12.2014 | | 1 |
Task Description
Would it be possible to change how the code handles missing parts of gui in xml, so it shows an error rather than crashing. example being with page numbers and using an old xml which did not contain them, client currently crashes as soon as you view a book. it would be nice to at least get a message pointing at cause
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Feature Request | 6748 | No | User Interface | Medium | Unconfirmed | TrippedOnReality/Enarel | | Filter for storage window | 09.01.2015 | | 1 |
Task Description
The ability to sort in the storage window is awesome. However, it would also be nice to be able to search your storage for a specific item within a category. I think this would mostly be useful in weapons categories, but I can see it being useful for other categories as well. For example, if I’m looking in category: weapons - axes and I want to find all of my blah blah blah of the hammer axes, it would be nice to be able to filter by “of the hammer”. Sorting is great, but if you’re looking for an item with a specific modifier, and it’s not a prefix, it’s hard to find.
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Feature Request | 6774 | No | User Interface | Medium | Unconfirmed | Mario Rohkrämer | | Direct access to the help dialog explaining a command | 18.01.2015 | | 2 |
Task Description
You can show the Help dialog (menu button or /show help); but to read the verbose explanation about a specific command, you have to search for it in the tree of categories, which may be a little time consuming.
It may be helpful for more experienced users to have a command which opens the Help dialog and navigates to the topic about the command if it exists.
I could imagine e.g. a command like /about command to call the verbose help for the topic /command.
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Feature Request | 6788 | No | User Interface | Medium | Unconfirmed | Gonger | Joe Lyon | Split up System tab information | 18.03.2015 | | 1 |
Task Description
System tab: Could the information there be split up further, like for the logs, into something like combat, crafting, soul commands (emotes and interaction commands like /greet), so you can have more control what is shown in Main tab?
This was briefly discussed in the Dev meeting (22/02/2015), and should be assigned to Eredin.
Thank you.
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Feature Request | 7063 | No | User Interface | Low | Postponed | Yorlak | | Shortcuts should be different for each character on acc... | 21.11.2022 | | 1 |
Task Description
Log in with main char. create shortcut log out log in with another char. shortcut created with main character shows on all alternates.
Log in with separate account shortcuts from main account are also transferred to here
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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 | 7721 | No | User Interface | Low | Unconfirmed | Volki | | Center & hide cursor during camera movement | 04.02.2023 | | |
Task Description
In Legacy, moving the camera with the mouse centers the cursor and hides its visibility until the camera movement button is released.
In Unreal, moving the camera with the mouse allows the cursor to visibly move around the screen and stray off the PS window. Fullscreen is not capturing the mouse during non-combat camera movement, so moving camera too far can result in clicking on windows of other applications on another monitor.
Feature request:
Moving camera with mouse buttons to set position of cursor to center of PS window and toggle cursor invisible until mouse button is released.
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Feature Request | 7780 | No | User Interface | Low | Unconfirmed | Eatuck | | Map and Compass Included in User Interface | 19.02.2023 | | 3 |
Task Description
Hello, I would like to propose providing a full map and compass at the start of the game instead of making it something you need to build or quest for. The map should show the current location of the player when opened and the direction they are facing. The map will only have major locations such as cities, towns, and camps but will also include unlockable locations such as caves. I feel some kind of map/mini-map is a common feature in most games and it will help retain new players since they will have basic directions at the start of the game. Thank you for your consideration.
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Feature Request | 7782 | No | User Interface | Low | Unconfirmed | Eatuck | | Allow More Rows of Shortcuts and Shortcuts Per Row | 19.02.2023 | | 2 |
Task Description
Please allow additional rows for the shortcuts as well as more shortcuts per row. I utilized shortcuts quite a bit in the legacy game and I liked the ability to have small icons with a ton of shortcuts. This will probably need to be a setting to input the total number of rows and the number of shortcuts per row. The icons would need to scale to fit. Thank you for your consideration.
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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 | 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 | 7897 | No | User Interface | Low | Unconfirmed | Daevaorn | | Feature request: NPC Interaction window/view severly la... | 17.10.2023 | | 2 |
Task Description
The NPC interaction window can only be controlled via mouse clicks, which is extremely cumbersome – particularly giving the full screen scale – bordering the unintuitive for some parts,.
Going back and forth between the menu entries and the dialogue window to click the progression arrow is cumbersone as well as leaving the view (and here we are extremely unintuitive) with a mouse click in the corner, instead of supporting the Escape key.
My proposals (ranked by importance, most important first):
1) allow for exiting the view by assigning the ESC key to the leave button 2) allow for dialogue progression by hitting the space bar (having your character jump in this view is really an expendable “feature”) or at least have the arrow key right assigned to that right pointing arrow appearing under the lefthand dialogue section. 3) selecting conversation options on the right-hand side via numbers 1-9 (range should suffice for 99% of the present cases).
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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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