|
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.
|
|
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.
|
|
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
|
|
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).
|
|
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
|
|
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.
|
|
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.
|
|
Bug Report | 6386 | No | Updater/PSLaunch | Medium | New | xola | | incompatibile skin | 09.04.2014 | | |
Task Description
i have seen people who log and quit(crashing) in second due using incompatibile skin update and repair should set skin to default elves .reinstaling ps propably will not help because these configuations are in diferent folder
|
|
Bug Report | 6387 | No | Updater/PSLaunch | Medium | New | Mario Rohkrämer | | Launcher never finishes after an update | 24.12.2014 | | 1 |
Task Description
After updating itself, and then updating the PS client and data (Win64) to version 0.6.1, the launcher tried a third time, displayed “Using mirror … for updaterinfo.xml | updateservers.xml” — and then, nothing. The button “OK” never appeared.
The button “Cancel” was available. But how shall I know if I interrupt something important if I click it?
|
|
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)
|
|
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.
|
|
Bug Report | 6383 | No | Training & Skills | Medium | New | Venalan | | bug with being told you get practice points at level 20... | 05.04.2014 | | |
Task Description
As the title suggests you continue to get the system message you have gained practice when using a skill despite your practice level not actually increasing.
|
|
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.
|
|
Bug Report | 7970 | No | Training & Skills | Medium | Unconfirmed | Stalfos | | Shield Handling untrainable | 08.12.2023 | | |
Task Description
Since you can now only wield Shields left-handed due to what I mentioned in bug 7867, only the right hand trains one handed weapons, and two handed weapons give half the training in either hand.
|
|
Bug Report | 4221 | No | Tools | High | Assigned | RlyDontKnow | TaladAngela | missing Terms of Service | 05.08.2010 | | |
Task Description
there aren’t any terms of service on the website and consistently the user doesn’t have to agree to them at any point.
this is a big issue in my opinion as the user isn’t strictly bound to such terms and therefore cannot be accordingly punished in case he’s causing really bad issues.
|
|
Bug Report | 5923 | No | Spell Formulas | Medium | New | Ralph Campbell | Davide Vescovini | magical protection spells ineffective | 30.05.2020 | | |
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.
|
|
Bug Report | 6530 | No | Spell Formulas | Medium | Unconfirmed | xola | Davide Vescovini | training repairing | 07.03.2015 | | |
Task Description
for every skill we get practices equal to time we spend while crafting but for repairing it is not true the practices are equal to time the SECOND attempt repair the same item(so if i repair shield for 403 s i got 310 practices, second time i repaired it 310s )
would be great if we have two alternative way to training repairing: cheap that take longer and faster if we have to spend more cash there are no bonuses for repairing complex items its only based how bad its damaged it seem
|
|
Bug Report | 6930 | No | Spell Formulas | Medium | Unconfirmed | Stalfos | | Magic Staves always blocked | 23.10.2022 | | |
Task Description
Magic Staves, like the Staff of Empathy/Aurora are always blocked unless they miss.
I’m not sure which weapon skill they use, but they are even blocked by dummies
|
|
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?
|
|
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.
|
|
Bug Report | 6706 | No | Spell Formulas | Low | New | Joshua | Davide Vescovini | Kran Eating Non-Kran Food | 21.12.2014 | | |
Task Description
My Kran can eat certain non-Kran food, such as fish, bread, and possibly other kinds of food without getting indigestion.
Since plenty of other non-Kran foods give indigestion, I’m sure this isn’t normal.
|
|
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.
|
|
Bug Report | 5626 | No | Sound | High | New | Talad | weltallAndrea Rizzi | Creature sounds implementation | 06.05.2012 | | |
Task Description
As per this document:
http://planeshift.ezpcusa.com/pswiki/index.php?title=Sound_System#Sounds_in_factories
the creature sounds are not working properly in game today.
The common.xml file is properly read, and the resources are properly loaded, but the only state ID which works consistently is state ID 2: charge.
Idle seems to kick in only after attacks, and anyway not consistently. The others are never launched. The problem is that those events are not properly sent to the client a sound events.
In particular we need the following events: IDLE, CHARGE (when first engages in combat), COMBAT IDLE, ATTACK, (being) HIT, DIE, WALK, RUN.
|
|
Bug Report | 4369 | No | Sound | Medium | Assigned | | Mathias | Sound Bugs Effects/Spells/Etc | 14.08.2010 | | |
Task Description
List of all bugs regarding sound to be fixed for next release.
|
|
Bug Report | 5570 | No | Sound | Medium | New | Mario Rohkrämer | | Music scores play at 1/4 of the previous speed now | 13.06.2012 | | 1 |
Task Description
The measurement of note durations is completely wrong. “Beats Per Minute” are no more what they used to be.
|
|
Bug Report | 6239 | No | Sound | Medium | Unconfirmed | Erodare Lenizus | | Electrotouch Sound Is Unpleasant | 03.04.2014 | | |
Task Description
Perhaps it's just me, but while Electrotouch is in effect there's a constant grating buzzing sound that just hurts like nails on a chalkboard.
|
|
Bug Report | 6261 | No | Sound | Medium | Unconfirmed | Jon | | Sound effects based on camera position, not player | 25.11.2013 | | |
Task Description
I've noticed that the sound effects for things like fountains and fires seem to be based on where the camera is located, not where the player is.
To demonstrate, go to 3rd person follow mode and move the camera well back from the character. Position the character near a sound generating item (fireplace in front of temple works). You won't hear it. Move away from the object so that the camera is next to it and you will hear it.
|
|
Bug Report | 6664 | No | Sound | Medium | Unconfirmed | Joshua | | Instrument White Noise (Lute & Lira) | 06.11.2014 | | 1 |
Task Description
Some of the musical notes, when using the Lute and Lira (drum seems okay), have an annoying white noise in the background. The audio is not clean, and this can be bothersome particularly to people with high-end headphones who may be able to hear it better. I am not sure if this is audible to all players, but it certainly should be to anyone with a good pair of headphones.
Some popping sounds can also be heard.
I am not too knowledgeable on music, so I can’t say which notes specifically have unclean sound, but I think since it can be heard plainly it should be easy to find out.
|
|
Bug Report | 6696 | No | Sound | Medium | Unconfirmed | Joshua | | Instrument Music Doesn't Stop | 22.11.2014 | | 1 |
Task Description
When you are playing a song on an instrument, if you close out of the sheet rather than clicking the stop button, the music will continue to play. This seems to continue until you relog, and opening and using the sheet again doesn’t fix it, it will only make you play two songs at once.
I am not sure if other players hear this or just the player.
In my opinion, X’ing out of the music sheet should work just like the stop button.
|
|
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.
|
|
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.
|
|
Bug Report | 4735 | No | Setting | Medium | New | weltall | | npc with - | 01.10.2010 | | |
Task Description
The engine code was clearly coded to not allow - so till a different decision is taken these npc are all bugged and should have the - stripped
Brintec Dev-Onni Vladovic Chel-Astra Sharven Xant-Areth Uri Djho-Maat
thanks to Vakachehk for the list
|
|
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 :)
|
|
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
|
|
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.
|
|
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
|
|
Bug Report | 6574 | No | Rules | Medium | Unconfirmed | mike loeven | Davide Vescovini | Diseased Rats display Improper implimentation of the ra... | 30.05.2020 | | |
Task Description
The Diseased rats improperly apply the raging feaver effect to nearby players who are not interacting with it.
The majority of illnesses carried by rodents require physical contact or a bite to be transmitted and this effect should not be applied to someone simply walking by unless the rat targets and attacks the player directly. additionally since the diseased rats do not attack players unprovoked their AI has no business targeting players with an effect without being in combat
additionally healing potions and or crystal way should remove this effect as it is not a magical curse but rather a mundane sickness
lastly as a minor effect caused by combat with a monster the duration of raging fever lasts far too long for a monster of such a low level as a general rule of MMO's no status debuff caused by a monster should last more than at most 2-3 minutes after the end of a combat encounter and those that do should have easily accessible means of counteracting it such as potions or spells.
|
|
Bug Report | 6792 | No | Rules | Medium | New | Davide Vescovini | Davide Vescovini | List of Combat Bugs | 05.04.2015 | | |
Task Description
This is a collection of Combat System bugs
|
|
Feature Request | 6037 | No | Rules | Low | Assigned | Daevaorn | Davide Vescovini | Inconsistency - Harvesting apples | 29.07.2013 | | |
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)
|
|
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.
|
|
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
|
|
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 :)
|
|
Bug Report | 5359 | No | Rendering Issues | Medium | New | Phenha Phayethor | | Klyros colour change | 13.11.2011 | | |
Task Description
I play a Grey Klyros male and after I got my robes I noticed that if I put them on and took them back off, my arms became blue. This is an easy bug to recreate, all it requires is a grey klyros and a robe.
|
|
Bug Report | 5619 | No | Rendering Issues | Medium | Unconfirmed | Mario Rohkrämer | | Text on speech bubbles is covered with black shadow | 02.12.2021 | | |
Task Description
The text in speech bubbles is hardly readable. It seems that the black shadow covers the bright colored text.
|
|
Bug Report | 5816 | No | Rendering Issues | Medium | Unconfirmed | Roman Yagodin | | Hydlaa lights become wrong after moving between locatio... | 11.08.2014 | | 1 |
Task Description
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
|
|
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
|
|
Bug Report | 5584 | No | Rendering Issues | Low | Unconfirmed | Mario Rohkrämer | | Flashing shadows on the floor | 21.04.2012 | | |
Task Description
As the daytime progresses, each few minutes you see the shadows on the floor flashing, especially obvious near the Laanx temple and on the plaza.
It looks like the shadowmap is completely removed, then restored with a tiny delay. Might be necessary to display shadow states of different daytimes?
At least it is a lot less annoying than the repeated switching between several shadowmaps in earlier versions.
|
|
Feature Request | 7895 | No | Rendering Issues | Low | Postponed | Daevaorn | | Nightvision ability not working inside dark buildings | 23.10.2023 | | |
Task Description
The nightvision effect (cool stuff BTW) does not actually improve sight when inside a very dark buildinig, e.g. the Amdeneir tavern.
(One can of course argue in terms of realism, that nightvision needs residual light to work, but I counter that with the fact that any publicly accessible building should have more than enough residual light. – It should have enough light not to require that ability in the first place!)
|
|
Bug Report | 4191 | No | Quests Dynamics | High | New | RlyDontKnow | | npc synonym musn't occur in a trigger | 12.08.2010 | | |
Task Description
if an npc synonym occurs in a quest trigger, it'll break that trigger because incoming messages will be replaced by the more_general value while the trigger still expects synonym. therefore the quest parser should refuse such quests as they're obviously broken or at least throw a warning about such occurrences.
|
|
Bug Report | 5790 | No | Quests Dynamics | High | New | Venalan | | Quest menus dissapear to quickly to click on responese. | 15.10.2014 | | |
Task Description
A general problem with the quest menu system at the moment is the speed at menu disappear. The problem occurs in the following situation.
All the following is within one step in the following format.
Player gives NPC 1 item. Menu: text. NPC: text. Menu: No. Menu: Yes. NPC: text. NPC: text. Give 1 Melorick's Scroll Case. Assign Quest.
You give the npc the item. The initial npc text appears. Once they have finished talking the next two menus appear, but before you are able to click on the menus the menus vanish. This results in you losing the item needed to trigger the quest/step and are unable to repeat it. This was only became a problem with the introduction of the 'bubble' menu system.
|