PlaneShift

Task TypeIDPrivateCategorySeverity  descStatusOpened byAssigned ToSummaryLast Edited[[changedby]]
Feature Request6527NoClient start-upMediumUnconfirmedThomas TautenhahnDon't allow login into a locked guild house15.07.20141 Task Description

The reason for this request is to prevent guests from stealing.

If one tries to login into a locked guildhouse one has no key for one’s position should be reset.

Guildhouses usually have only one exit so the position outside of the house should be clear.

Feature Request2956NoCombatMediumNewOrgonwukhDavide VescoviniCombat system calibration19.04.20104 Task Description

Combat system calibration

Short version:

I propose that in general the amount of damage dealt by any weapon or magic spell should decrease with the distance from the attacker to the target. Also, fast weapons should generally deal less damage than slow weapons. The combat system including both weapons and magic has to be more balanced.

Elaborated version:

Damage (D):

This is the amount of health points subtracted when an single attack is successful. Examples for magic are:

  • Energy Arrow (about 75 HP)
  • Summon Missile (about 48 HP)
  • Flying Stones (about 63 HP)

For weapons one has to include the levels and stats of attacker and target. As a reference I determine both attacker and target to have maxed stats and levels, full heavy armour equipped and to use two weapons at a time in bloody stance. The weapon damage is the average damage including the failed attacks. One could either ask a dev to look this up in the database or do a numberof attacks and measure the arithmetic mean. For convenience I determine the damage of short swords to be 500 HP.
This value is not the value specified in the weapons properties, but the “real” damage dealt.

Maximum attack distance (MAD):

This is the maximum distance from which an attack can be made. MAD can be measured in game units (the values you get if you type /pos). One unit should be about 0.5 metres. Examples for magic and weapons are:

  • Energy Arrow (about 57 units)
  • Summon Missile (about 37 units)
  • Flying Stones (about 74 units)
  • All weapons (about 2 units)

Attack speed (AS):

This is the time in seconds (s) between the starting of the attack and the moment when the damage is dealt. Examples:

  • Summon Missile (about 0.48 seconds)
  • Flying Stones (about 0.28 seconds)
  • Daggers (1.5 seconds)
  • Short Swords (2 seconds)
  • Sabres (2 seconds)

Damage per second (DPS):

This is simply D divided by AS.

Effective Damage (ED):

I propose to let the DPS decrease linearly with the MAD. I introduce a factor (F) with which you can put more or less emphasis on the distance weighting. Based on the above assumed value of damage for short swords, I propose that the ED with a value of 500 should be used to weight all weapons and magic attack spells:

ED=F*(D/AS)*MAD=500
or
ED=F*DPS*MAD=500

For F=1 this simply is

ED=(D/AS)*MAD=500
or
ED=DPS*MAD=500.

Let us fix F=1 here for now for convenience. If my proposal for weighting is too daring or too conservative, we still can talk about setting a different value for F.

What does this mean?

Let us look at the weapons first and assume that the values for short sword are as I wrote above: AS=2, MAD=2 and D=500. Then DPS=250. This short sword deals an average damage of 250 HP per second. Since MAD=2, ED=500 HP. I have nothing to object concerning these values. This is my reference for the calibration of other weapons or magic spells from now on (see below).

Let us look at the spells:
With a short sword you deal an average damage of 250 HP per seconds from a max. distance of 2 units.
With Summon Missile you deal a damage of 100 HP per second from a max. distance of 57 units.
With Flying Rocks you deal a damage of 225 HP per second from a max. distance of 74 units.
Is that fair? Does it make sense that more damage can be dealt from a safe distance? This “unfairness” is reflected in the ED values of the spells:

  • Summon Missile (current): D=48, AS=0.48, MAD=37. ED=(D/AS)*MAD=(48/0.48)*37=3700
  • Flying Stones (current): D=63, AS=0.28, MAD=74. ED=(D/AS)*MAD=(63/0.28)*74=16650

We notice that the value of ED is way higher for spells than for the short sword. Flying Stones also have a very high MAD and hence a high ED value.
If we assume that my proposal is appropriate for evaluation of the power of weapons and magic, this means that Summon missile is 7.4 times more powerful than using short swords and Flying Stones is 33.3 times more powerful than short swords. I think that is quite a realistic reflection of the current state

Calibration

I propose to calibrate weapons and spells by setting the values of D, AS and MAD in a way that the ED is about the same for all of them. In case we use the short sword for a reference, we could adjust the values for Summon Missile and Flying Stones by reducing the MAD, for example To do this we solve the equation for ED in regards to MAD:

MAD=500*AS/D

Then the values for the calibrated spells would be:

  • Summon Missile (calibrated): D=48, AS=0.48, MAD=500*AS/D=500*0.48/48=5
  • Flying Stones (calibrated): D=63, AS=0.28, MAD=500*AS/D=500*0.28/63=2.22

If you think this attack range is too low, there is the possibility to calibrate the spells by setting the damage after solving the equation for ED in regards to D:

D=AS*500/MAD

Then the values would be:

  • Summon Missile (calibrated): AS=0.48, MAD=37, D=AS*500/MAD=0.48*500/37=6.48
  • Flying Stones (calibrated): AS=0.28, MAD=74, D=AS*500/MAD=0.28*500/74=1.89

It is also possible to calibrate the AS with AS=D*MAD/500. You can also try out different trade offs between D, AS and MAD as long as ED=500. As long as the ED is the same for all weapons and spells, the relation between damage dealt per second and the attack range is maintained.

Calibration will also be helpful once the attack range for weapons is implemented. Let us examine the calibration of the broad sword and let us assume that this sword has a damage value of D=750:

  • Short Sword (current): AS=2, D=500, MAD=2
  • Broad Sword (calibrated): AS=3, D=750, MAD=500*AS/D=500*3/750=2

So the attack range is the same while the attack speed and damage differ. One might think that it is more important to increase the attack range instead of the damage because of the bigger size of the broad sword. So let us assume that the damage value for the broad sword is D=600:

  • Short Sword (current): AS=2, D=500, MAD=2
  • Broad Sword (calibrated): AS=3, D=600, MAD=500*AS/D=500*3/600= 2.5

This seems to me an appropriate representation of the differences between the weapons: A broad sword has a longer range and deals more damage, but is slower than a short sword.

Final notes

This is a proposal for balancing the combat system. All values of weapons and magic are either estimations or assumptions. Feel free to provide the true values, if possible. Since the ezpcusa server exists, this might be a good opportunity to try such a system out. My assumptions about the levels, stats, armour and weapon properties of attacker and target are subjective and should be discussed.

Limitations:

Maxed levels were assumed, the properties of lower lever levels are unknown to me. But when known, those levels can be calibrated as well.
I did not include the amount of mana needed for the spells yet. A simple rule could be to have a linear relationship between damage dealt and mana used (maybe 1 to 10, so you can still kill a 800 HP opponent with 222 mana, which is the maximum at the moment as far as i know).
While the attack area of spells is a circle with a radius of AD (you just have to be closer than AD, facing direction is disregarded) while the target is in the centre of the circle, the area for weapons is much smaller because the attacker has to face the target. It should be something similar to a triangle. This disadvantage of weapons is not accounted for here. On the other hand, it is assumed that a spell caster casts spells as fast as possible. This disadvantage is not accounted for here, either. If those differences between weapons and spells is considered too big, you can think about setting F to another value than 1 for an appropriate weighting.
Once spells and weapons are calibrated, prices should as well be calibrated. You could either raise the weapon training costs or lower the magic training costs. Maybe doing both is a good idea.

Advantages:

Using this calibration, it is possible to design various weapons and spells which are different concerning D, AS and MAD, but they are weighted in a more appropriate way than it is the case now. Your choice of weapons is based on what you prefer: range, damage, speed or a weighting/combination of them. Combat can be balanced and become more interesting once players fight each other with different properties of their weapons and attack style.
The work for the devs is small. You need to change a single value for each weapon and spell.


Link to corresponding forum thread: http://www.hydlaaplaza.com/smf/index.php?topic=35352.0

Bug Report4937NoCombatMediumNewDanielMovement for Ranged not showing when firing long distan...04.04.20164 Task Description

When the monster is somewhat near you, the movement simulating firing an arrow with the bow is showing. However if the monster is quite far away the movement stops showing until either one of you gets closer to the other.

Bug Report5289NoCombatMediumUnconfirmedGregDavide VescoviniYou Must Face Enemy To Attack/You Are To Far Away To at...24.06.20114 Task Description

Not sure if it is just me but I keep getting “You Must Face Enemy To Attack” when im clearly faceing them >

  There are A few Angles At which this happens (Most noticable on a Armored Riverling's right shoulder near the Lake Of Tears, Has also happened on the consumors near the Face Of Stone) 

“You Are To Far Away To Attack” > (standing right next to them, If I time it right I can jump and hit it’s head, but only can hit when jumping)

   I have noticed this On Ojaveda Road 1 Maulbernauts/Vilenaut/Maulberloards (When they spawn in the "vally area of there spawn points") I also notice when I kill them They get suspended Laying down in the air
Bug Report5386NoCombatMediumNewKaerli StronwylleRange of combat messages is FAR too short08.07.20162 Task Description

You can easily shoot with a bow ingame to ranges far beyond the range of combat messages. Mob aggro (and sometimes the archery anim) do not work at such long ranges, either.

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

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

Feature Request6101NoCombatMediumUnconfirmednobody specialallow ungrouped combat when attacked07.08.201318 Task Description

I am sitting in the gold mine near ojaveda and another player is hunting the ‘nauts. one of them runs away from his attack and starts hitting me. I get a few messages about those hits then a message that I have to be grouped with the other player when my auto-retaliate kicks in. This is not right. It is the behavior that has been implemented but I should be able to attack anything that is attacking me.

Bug Report6341NoCombatMediumUnconfirmedDan JohnsonDark Rogue Bug28.03.20142 Task Description

When one kills a Dark Rogue in the BD Mine after having it chase one down towards the main corridor they fall to the ground and then float away. Even after catching up with them one is informed that they are too far away to be looted.

The range seems to be when they are out of range to call for help.

Bug Report6512NoCombatMediumUnconfirmedxolaflame spire07.08.20143 Task Description

when flame spire or animate vegetion kill enemy it swich from agresive to fuldefensive mode , enemy is already dead ant it shall stop atack

Feature Request6513NoCombatMediumUnconfirmedxolaannoying window asking winer to take loot22.06.20141 Task Description

when hunting in group popup window asking winer to allow loot is annoying, i wish leader of group have options that
1 allow to share loots
2 disable shares and the one who take loots keep it
without the annoying window that popup every time

Bug Report6853NoCombatMediumUnconfirmedAniroho Aimirrelnot facing target problems with ranged weapons17.07.20161 Task Description

During fight using ranged weapons if the player is attacking a mob but doesn’t face them the arrows are still used but no attack is led and the message about facing the target is shown.

Sometimes attacking with ranged weapons cause the showing of the facing target message and the attacks are not dealt even when the target is near and straight before the player (the arrows are consumed as well).

Feature Request7080NoCombatMediumUnconfirmedMichael LoevenArrow Tracking and Recovery25.12.2020 Task Description

Quality of life improvement. Please implement arrow tracking and recovery. NPC’s should should have a counter to track how many arrows they have been hit with. When the creature is looted there will be a dice roll to to determine the percentage of arrows that survived intact these arrows will be added to the creatures loot allowing the bowman to recover unbroken arrows from the corpse.

Feature Request726NoCraftingMediumNewDrunk HammerwielderRedesign/Add to the Crafting GUI.25.02.2013165 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

Bug Report5242NoCraftingMediumNewnobody specialblade can be removed from hand without disturbing work24.05.20112 Task Description

If you take a heated blade out of your hand while hammering it the work will not be interrupted until the work duration if finished. If you return it to your hand before the work is finished the transformation completes successfully.
THis appears to only work if you replace the item with itself, substituting a different identical item or a completely different item causes an interruption.

Feature Request5255NoCraftingMediumUnconfirmednobody specialpersistent selector for pick up amounts20.06.202161 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.

Feature Request5259NoCraftingMediumUnconfirmednobody specialMake Crafting more like combat03.07.201111 Task Description

I would like it very much if crafting were to be redesigned more like combat. Instead of one action that takes many seconds to complete and generates only one practice or experience reward make it so that each hammer blow is considered and eligible for a reward. For example at level 10 it takes me about two minutes to turn 12 heated ore into 4 shield handles and I get one practice point and some experience at the end of that time. Under my proposed change it might take just as long but each hammer blow on the ingots would receive a success chance roll that would increment the percentage done. A series of low rolls would result in a failure, either junk metal or very low quality handles and a series of high rolls would result in faster time and/or higher quality handles. This would be analogous to hitting a mob until one of you is dead.

I believe this would be more fair in the long run and if it would seem to make great quality items too available the chance to succeed could be reduced.

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

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

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

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

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

TL;DR:

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

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

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

Thanks for all the hard work, guys. :)

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

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

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

Bug Report6171NoCraftingMediumNewVenalanJoe LyonBug with crafting items being marked as craftable when ...10.10.20132 Task Description

For an example.

In the Catalog of shields book, ‘Bronze Spike’ becomes un-greyed and therefor visible as craftable when blacksmith hits 15. but you also need many levels in shield making before you can actually make the item. If I push Blacksmith to 200 and leave shield making at 0, according to the book I can make every item in there, despite that clearly being wrong.

The skill checks being made on the crafting books need to look at primary and secondary and as many skills are needed to make an item to correctly mark it as something you can make.

Feature Request6333NoCraftingMediumNewElhorienDavide Vescovinimore variety of animal parts to craft Healing essences01.08.201414 Task Description

I write this to ask about more variety of animal parts in order to craft this essence, since it can be obtained in low production from aragnas and in high production from trepor queen. Trepor queen is just one mob in place and not always give to you the eggs sack. Is a essence really hard to obtain, and is very helpful for newcomers and also for experienced player, when crafted into healing potions. Increasing the ratio egg sack / essences will also help.
Thanks a lot for reading and for your time.

Bug Report6729NoCraftingMediumUnconfirmedShafaragornVenalanBow making interruptions for nonexistent movement11.02.201661 Task Description

When working on bow making at the Arena smith table: if you /use the table, when the progress bar shows that you are done, instead of being done with whatever you’re doing, you get a message that reads “You interrupted your work when you moved away” without having moved at all.

I’ve repeated it multiple times working on a few different things, but haven’t tried at any other smith tables yet.

Bug Report6878NoCraftingMediumUnconfirmedKanubyTuathanachMace Making practice points inconsistent with other cra...19.11.201731 Task Description

The Mace Making Practice Points seem to be inconsistent with other crafting. With a skill level of less than 20, everything only takes 5 seconds to make regardless of the complexity of the item being crafted.
Wondering if a higher blacksmith skill is weighted more. Only getting 5 pp per item crafted will extend leveling ability time dramatically.

Bug Report6890NoCraftingMediumUnconfirmedKenTuathanachCrafting Axe Kits gives Mace making skill.14.08.20171 Task Description

This is actually for version 0.6.5.

When I craft Small Battle Axes I find that all skill gains are in Blades, Blacksmithing, and Mace making. I feel that somehow the skill gains for Axe making have been replaced by Mace making. That makes it harder to build up axe skill to turn the kits into a finished axe.

Axe handles need changed to blades making

Bug Report6893NoCraftingMediumUnconfirmedLariliMaking Barberry extract sometimes gives a special prope...29.05.2017 Task Description

I made barberry extract and ended up making batch of valuable barberry extract. Seeing as barberry extract is not a finished product but an ingredient it should not receive any special properties from crafting.

Bug Report6924NoCraftingMediumUnconfirmedStalfosCooking with Minerals Conflict14.01.20191 Task Description

The book shows

Powdered [Raw Material]
Grind [Raw Material] into Powdered [Raw Material] using Alchemist Table with Wooden Mallet
Hammer [Raw Material] into 3 Big Chunks of [Raw Material] using Alchemist Table with Wooden Mallet

Both using Alchemist Table with Wooden Mallet
When only the 3 big chunks is correct

Bug Report7932NoCraftingMediumUnconfirmedDaevaorn/takestackall stacking on item in hand of same quality06.11.2023 Task Description

If you remove one or more items with a given quality X from a container,
with the command /takestackall or the respective button
while holding another item of quality X in your hand,
the stacking occurs in your hand-slot, even while you are working on the item in that slot.
Thus work done is being interrupted.

Bug Report7954NoCraftingMediumUnconfirmedTrippedOnReality/EnarelWorking with Stock and Working with Rare Stock Books Mi...04.12.20231 Task Description

Working with Stock and Working with Rare Stock books are missing the recipes for heating ingots/stocks in the forge in 0.7.39.

Bug Report7975NoCraftingMediumCould not VerifyStalfosRepair Weapons not working as it used to.11.03.20241 Task Description

I had heard that over a skill threshold, repairing weapons/armour does not reduce maximum quality.
Yet I repaired a weapon with 201 skill (with jewellery) and dropped from max quality of 200 to 199.

Maybe the Jewellery isn’t working properly, as without it, I would be under the threshold I had heard about.

Also Bones attribute was not removed, the whole reason I repaired it at 197/200.

Maybe this is as intended, but if Bones cannot be removed, then getting a Masterwork Bones Platinum Sword from your first and only run through of the Keen Edge quests (currently not completable) is xtremely bad luck after the time it takes to get 100 in sword (even more in UE).

Bug Report8002NoCraftingMediumReady to testDaevaornAuto-prepare picking impossible container11.01.2024 Task Description

While preparing Terevan Berry Wine Saauce (as part of Octarch’s Delight) The “Prepare” button picks either mortar and pestle as the container to be used or the wooden bowl, depending on where my character is standing (in Reffitia’s Kitchen).

Both are too small to hold all items that are needed to combine “Unmixed Terevan Berry Wine Sauce”. Maybe container size should be a criterion more than distance.

Feature Request4318NoCrafting TransformationsMediumPostponedOliver NothersImplement Brass29.03.201435 Task Description

Since there is bronze (and more and more people work with it), and there is also zinc besides the tin to possibly combine with the copper - make brass available.
What other use was there for zinc anyway?
The actual mix should be similar to bronze, with zinc in place of tin to go along the copper.

Would also be great if there were finally possibilities to craft something out of those alloys…

Bug Report5659NoCrafting TransformationsMediumUnconfirmedMario RohkrämerRed Mangrove and Sinaflar: Grinding pulp to paste excee...30.05.20201 Task Description

Grinding Kingsfoil or Wyn Pulp to Paste works in a reasonable time.

But trying the same with Red Mangrove or Sinaflar takes much more time than my Mental Stamina (669) offers. The result is a "Pile of Dust". Did someone move a decimal position?

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

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

Feature Request6399NoCrafting TransformationsMediumUnconfirmedxolamore potions22.10.201422 Task Description

I need potions : curse ,diseases,paralyzation, and poison for completion as well stupidity potions that lower magic way skill for shoort duration

Bug Report6517NoCrafting TransformationsMediumNewxolaTuathanachcombine parts with different qualities21.12.20141 Task Description

Crafting HA
combine 4 q300 medium steel plates with 1 q50 chain arms give worse quality then
combine 2 q300 large steel plates + 2 q300 medium steel plates with 1 q50 chain torso
there is the same amount of q300 ingerdients but its in one stack for arms and 2 stacks for torso
edit Quality 175 vs 227

Feature Request6556NoCrafting TransformationsMediumNewTharkasCraftable Repair Kits28.12.201455 Task Description

Wanted to bring up this idea to see how it would be taken in.

Given the difficulty training the skill itself involves, why not consider making the consumable repair kits for both weapons and armor craftable as part of the Tool Crafting skill?

Could be done in such a way that 1 steel stock would make 5 repair kits, or 2 steel ingots would make one.

This way, players can keep themselves supplied without having to keep spending money at the VERY NUMEROUS kits they’ll have to buy to raise their skill levels.

Feature Request6795NoCrafting TransformationsMediumUnconfirmedNoronelTuathanachRemove confusing Broadsword crafting steps22.06.20151 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.

Feature Request6802NoCrafting TransformationsMediumUnconfirmedKaerli StronwylleTuathanachYou should be able to heat stock with the Book of Blade...18.05.20151 Task Description

Having to use the Working with Stock book simply to heat steel/ingots for forging makes for a silly amount of swapping back and forth between Working with Stock and Book of Blades. It’d be simple enough to add the steps for heating stock and ingots to the Book of Blades…

Feature Request6821NoCrafting TransformationsMediumNewKaerli StronwylleAdditional jewelry metals31.12.201732 Task Description

Right now, the only jewelry metals available in the game are gold, silver, and platinum, which leaves Ynnwn out in the cold RPwise. Considering that IRL, copper alloys (brasses and bronzes both) were and are still used for jewelrymaking – it would be logical to add those at some point down the road, to provide at least *one* Ynnwn-compatible option…

Bug Report7989NoCrafting TransformationsMediumUnconfirmedDaevaornExtremely unrealistic drop in crafting quality (Jewelry...02.01.2024 Task Description

With

- a skill level of 218 (i.e. 186 natively)7
- an unpolished speciment of Q300 to work on

I created a final result for an enchanted gold necklace of Q126

This is an extremly unrealistic random outcome.

Bug Report8009NoCrafting TransformationsMediumUnconfirmedMalunga Leeboo"Prepare" button does not appear for an existing combin...04.05.2024 Task Description

Once you creating alchemy components which assume various combinations, like Air Essence (cerating Frost Arangma Essence Mix OR rectifying Mix of corroded Riverling Bones) AND you have a “Riverling” set of ingredients in your inventory, the “Check Prerequisites” button displays “Frost Arangma Essence Mix: Missing 1” and “Prepare” button does not appear. Because it is listed first and no further check is happening.
My suggestion is to add checkboxes or radio-buttons to recipes like these in order to help “Check Prerequisites” button detect existing set correctly.

Bug Report5316NoCrashesMediumUnconfirmedslyclient is crashing04.04.20133 Task Description

My client is crashing when my char sees a Magic Wand user. I’m on a Mac. I suppose its caused by those new Master Wands. This is very nasty…

Bug Report7969NoCrashesMediumUnconfirmedStalfosServer Crash possible after training stat07.12.2023 Task Description

If you take a rare looted item out of a bag, try to equip it, but can’t because of Stat requirements, then train a stat, drop the bag and pick it up again, the item disappears.

Then if you try to store it there are 2 copies, and the server crashes if you store them. Item lost after restart.

Crash and item loss can be avoided if you relog before storing.

Feature Request6531NoEffect SystemMediumUnconfirmedxolaability to disable spells effects20.09.201443 Task Description

spells are laggy one less others more , players cry for the lag during events, cant imagine how it would laggy with 300 players online
so ingame ability to disble the effect would litle solve it
we could have slider simiar to grafics detail distance and when its set to 0 all efects would disabled , small distance would allow to see own spells and not get lagged by others

would be great if somone review the effects if there is way to optimalize it and make less laggy

Feature Request6309NoEffectsMediumUnconfirmedMario RohkrämerVenalanVisual hint / fortune teller for the now quite rare que...05.01.201432 Task Description

Since the quest chains were introduced, and many indirect prerequisites for the availability of a quest, I now waste a lot of time scanning each NPC for the very few which have a quest available at the moment, regarding my current list of completed quests, over and over again.

The additional vague hints which are being added to the end of quests are not sufficient because on one hand they may fail, and on the other hand they help better when I just started a new character, not when my experienced character is already in the middle of many quest chains.

I don’t expect a big fat rotating question mark above an NPC’s head; it can well be a less remarkable change – like a different color, outline, or font style for the label, or a slight translucent highlight effect.

Bug Report6707NoEffectsMediumUnconfirmedJoshuaFog Whitens Texture Transparency03.12.20141 Task Description

When there is foggy weather in the game, some 2D textures will have white boxes around them. The most well-known instance where this happens is with the target effect under an NPC’s feet. I think this also affects 2D grass textures like at the magic shop forest. Basically, the fog makes transparency in certain textures visible by making them white.

Bug Report918NoEngineMediumAssigneddurwynRepair - Switching weapons27.02.20218 Task Description

when you repair a dagger for example you have to
- equip it in right hand
- do /repair and wait for it to end.

if you try to select the “weapon” which is being repaired you cannot move it.
you get the message : “You cannot move an item being used”

BUT if you take another weapon, select it and put it on the weapon being repaired, they will switch themselves (i mean the weapon in the hand will go to the INV and the one in the INV in the hand) and the repair action will still be active. (the weapon you started to repair will be repaired, not the one after switching).

hope to be clear :p

Feature Request3511NoEngineMediumNewSeytraIdeas for inventory accessibility15.02.201011 Task Description

While sacks and other containers are good for bulk storage, they have the significant drawback of making the inventory harder to navigate, and sorting as well, especially since one can always only have exactly one container window open.

To fix this, one might consider the following ideas:

1) allow any number of container windows to be open, so one can simply put stuff from one container into another, instead of having to put it into the main inventory first.

2) instead, make the container window, once opened, refresh by what container you click on, instead of having to go the rightclick-select-open route

3) instead, make any containers append to the main inventory slot space, but replace the first slot with an image of the container, and clearly separate the appended areas from each other and from the main inventory space by a diferent frame style (could be different for each container type), or at least some additional space. Also, slot spaces that are not provided by a container should remain blank so that a container always starts at the first (second) slot of a fresh line.

When selecting a container, the appropriate window / slot area frame should flash or something so that one sees which container has which window.

4) Let container windows be resizable, and possibly more compact by default.

Mounts

Having each mount have an own (player-accessible) inventory would allow:

1) armor / other enhancement slots for the mount
2) mules that actually are mules, not PCs
3) easier inventory handling

Maybe most of the extra inventory (handling like above) should not come from the mount itself, but from the saddle or whatever one uses on it. Without saddle, there would maybe only be two inventory slots or something.

Feature Request3553NoEngineMediumNewPascal DetraitIdea proposition for Drawing skill16.02.20102 Task Description

Hi,

the Drawing skill is not yet available.
I propose the following idea for developpers :

   Each save could rise the skill experience
   Each new created sketch could rise the skill experience, significatively more than the save function
   Each rank could rise the number of allowed element in the sketch
   Each "special" rank (defined by developpers) reached could allow new elements (ie. curves defined by 3 points, new icons, symbols, legend, several pages in the same map ...)

Best regards

Pascal Detrait

Feature Request4110NoEngineMediumNewOrgonwukhMining while sitting on a mount should not be possible09.12.2022112 Task Description

It is possible to mine while sitting on a mount. I propose to remove this ability because it seems unrealistic to me.

Feature Request4448NoEngineMediumUnconfirmedStefanRandom Spawn zones: NPC often spawn in mid air02.03.20113 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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