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Feature Request | 2532 | No | | Low | Prospect Task | O | | Read, unread, and updated books | 26.12.2009 | | 1 |
Task Description
I don’t spend my life in Jayose’s library. However, once in a while, I would go there and spend a couple of hours reading, looking for new books, sometimes refreshing my memory with older ones.
It would be nice if there was a way to quickly spot a book that one has already read. Maybe a (read) or (unread) mark after the title, or just a different colour for the title font, anything as see fit. A “read” flag would be set as soon as the book is open, to keep it simple, and of course it is the player’s responsibility to read the content. Ok, so far, you can tell me that it’s up to me to remember if I read something or not; even when hundreds of volumes will be available; yes, but…
It gets useful when a book is updated. If I do remember that I read a specific book, well, I’ll probably won’t read it again. Meanwhile, words may have been changed inside, following the inconsistencies hunt, world development, whatever… So, if all statuses are set back to “unread” for all players after a change (or from “read” to “updated” if you want to be more precise), we’ll know that we’d better read it again.
It can be a bit heavy on the database (flagging each book for each player), but at least it’s technically simple. Not to mention other uses you could come up with (quest requisites, statistics for the setting team, etc.)
Also, as Tontow suggested, the info can be stored on the client side instead of a database. To not lose the functionality of the “updated” flag, which is set on the server side, a last updated timestamp for each book is all that is needed on the server. Client side, the log starts empty (no book read). When opening a book, the log is updated (each time) with the book id (its name, I suppose) and the opening timestamp (server time, easier than GMT). When examining a shelf, books are marked according to the log info; thus, if the latest opening date is earlier than the book’s server timestamp, it appears as “updated”.
(Wish list reference: http://hydlaa.com/smf/index.php?topic=34222.0)
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Feature Request | 2319 | No | | Low | New | | | Auto-Create Key For Lockable Container | 01.10.2008 | | |
Task Description
When using /item to create a lockable container, also create a key automatically and place it in the container.
At the every least, just create the (master?) key and put it in the new container.
More complex would be to alter the dialog to allow input of how many keys (in addition to master?) to auto-create.
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Feature Request | 2349 | No | Engine | Low | New | | | Installation Shortcuts | 19.04.2010 | | |
Task Description
Since players rely heavily on log files, and since some files like saved books and screenshots are created by the client in various folders, could the installation package please create shortcuts to these folders in the start menu on windows, and whatever the equivelant is on other platforms? Would certainly make it easier for players to find them when they need them.
Also either set the psupdater shortcut to include the CheckIntegrity flag as default or create a second one with that flag.
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Feature Request | 2658 | No | Inventory/Items | Medium | New | | | giveitem command for players | 26.03.2009 | | |
Task Description
Syntax: /giveitem [PlayerName] [Qty|All] <ItemName> [Any]
Playername is optional, otherwise default to selected target, fail if none selected
Quantity is optional, default to 1, All gives all in inventory/equipped
ItemName required, quotes needed for multi-word item names as in “Platinum Ore”
Any is optional, allows items in containers to be given. Omitting this protects containered items from being given accidentally, allowing players to put things in sacks or other containers that they want to keep safe, same as the Drop command.
Similar to GM giveitem, but with the following restrictions:
player and target must be in touch range
player and target may be sitting or standing
player and target must not be otherwise busy (fighting/crafting/repairing/etc.)
no restriction for target being overburdened (available slot/stack/capacity limits still apply, see Caveats below)
similar to PVP, players should have persistent selectable option for receiving given item(s): Always Accept / Prompt to Accept (default) / Never Accept
Along with the command, make Give an option to context menu, which opens a slot window same or similar to that which one gets when giving to an NPC.
Justification:
Caveats:
Makes using mules a little easier, as in an unattended mule with Always Accept can become a dump bucket for loot or Ore, however current trade rules allow this already, the only difference is that the mule must be attended to complete the trade, while not for receiving a Give. Eventual random spawns of monsters will mitigate this for loot, and miners still have to move all the collected ore to wherever it is to be processed or sold. IMHO the benefits to RP outweigh this issue, since miners have already worked around unattended trading to some degree, either by mAlting or dropping stacks while guarding in proximity.
Extending the idea, add a die-roll chance for target and near proximity observers to be made aware of the exchange. Giver’s Int. and Agility should apply, and Target’s Int. and Observer’s Int. should apply but I’ll leave it to devs to work out how to implement. Any exchange that is more than 1 single item should incrementally raise the chance of being observed. One might still have a good chance of slipping a couple daggers into someone’s pack, but a stack of 20 Ore would be nearly impossible not to notice. Sleeping target might also factor in.
A further extension might be an optional Sneak parameter whereby the Giver attempts to be especially discrete in the exchange, thus lowering the chance to be observed by the target or near proximity observers, but this should be mitigated by quantity as above.
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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 | 1642 | No | | Medium | New | A. Kiefner | | /possess an NPC | 15.11.2008 | | 3 |
Task Description
This command has been on the wishlist (and also on the ToDo list for releases) since a very long time. I post it here in the hope it will be more visible to interested people to implement. The idea of the command is to control an NPC completely, not just talk as them through /impersonate. However, since controlling the actual body of an NPC is extremely complicated, it would be much more convenient (also from GM side) to simply make it seem so to the player.
Thus a possible way to implement the /possess command: The syntax would be
/possess [NPC_name|target]|reset
Issueing the command would have the following effects:
1. The GM is moved to the location of the NPC. 2. The NPC is renamed to “$originalNPCsurname_P” (family name is unaffected). 3. The GM is renamed to $originalNPCname and the original GM name is stored in an extra db field. 4. The label color of the GM is set to NPC (/setlabelcolor). 5. The NPC is /slid u 1000. 6. All scripts (most importantly movement) of the possessed NPC are temporarily frozen. 7. GM temporarily gets all traits of the NPC (original traits of GM are stored on db). 8. GM is /set invisible off.
Issueing /possess reset would have the reversed effects:
1. Possessed NPC is moved to the location of the GM. 2. The name of the GM is restored. 3. The NPC is renamed back to §originalNPCsurname. 4. Labelcolor of GM is reset. 5. Scripts of the NPC enabled again. (GM is not moved).
It’s important that the status of NPC (possessed), name and traits of the possessing GM are stored on DB so that a possible server crash has as little impact as possible.
If one is possessing an NPC already and then tries to possess another NPC, it should automatically issue /possess reset before executing /possess otherNPC. When possessing, it should give a warning that the path of the NPC might be disturbed if /possess reset is issued too far away from the original position.
As a final cut, resuming scripts of the NPC should be delayed for 2 more minutes, giving the GM time to switch back into possession without paths getting in the way. That way it is possible to possess two or more NPCs back and forth.
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Feature Request | 2951 | No | GM System | Medium | New | A. Kiefner | | /petition improvements | 28.06.2022 | | |
Task Description
1. Ability to teleport to the player from the petition window 2. Player side: /petition should open the petition window with a short introducing text (in another text window?) how to use the petitions (not to post wishlist items there, how to use (possible) categories..) 3. There should be a drop-down menu for selecting a category [Not Specified; Movement; Bugreport; Name; Event; Harassment; Quest; Miscellaneous] to classify the report. This could be used for statistical purposes post-process as well. 4. A button to mark the petition as URGENT which will add a parseable <star><star> URGENT<star><star> (<star> = *)to the header of the petition so our post-processing tools (aka gmbot) can forward/poke outside the game. (This is important!) 5. Before the petition is finished there should be a preview to check everything again, to make last changes. 6. As long as the petition is unassigned the button shows “claim”, once claimed the button shows “release” to unassign the petition again.
Request from FS#3092 :
“In the GM petition window, there should be a button ‘Guidelines for petitioning’ and when you click it, it gives just that. Guidelines for petitioning.
I recently filed a petition and didn’t know what to include, what was superfluous, whether it was too long winded or not, etc.”
Request from FS#3101 :
“We need enhanced petition system to allow adding several notes and note titles, as well as ability to review closed petitions. The ability to add several notes to a petition would also help us handle an issue, then log off, but leave notes for other GM’s to review what we have done and pick up / complete.”
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Bug Report | 6373 | No | Models and Maps | Low | New | Adam | | Guild Keys 3D art shows as a pouch bag | 02.04.2014 | | |
Task Description
At the moment the guild key does NOT show up as a key when a character is holding it. It shows up as a pouch bag. Please kindly switch the image for a actual gold key just like shown in inventory.
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Feature Request | 2022 | No | Bugtracker | Low | New | Adrián | | Bounties - Game feature plus GM Tool. | 01.01.2022 | | 1 |
Task Description
This idea came up in IRC.
When someone breaks a law, players can report it to GMs or another NPC guard. Then GMs or the guard activate an option that turns on the autoaccept duels for an hour, with a different color label. During that hour, players that find the outlaw can kill it (or people with X faction in guards), so that would involve some players acting like guards in town (and some outlaws would have to leave the city for some time to avoid being killed).
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Bug Report | 4692 | No | Pets | Medium | New | Aljuvialle | Anders Reggestad | can't move after unmount pet | 09.04.2013 | | |
Task Description
after you'd exhausted to move while riding, and you've unmounted and dismissed your pet, you can't move until client restart.
How to reproduce: 1. mount your pet 2. ride on it while you exhausted to move 3. run shortcut:
/unmount
/pet ID, dismiss
4. you see your physical stamina is full and you can't sit or move anywhere.
PS: if you is not exhausted to move, this bug not occurs.
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Bug Report | 4693 | No | Pets | Medium | New | Aljuvialle | Anders Reggestad | You can rest fast after remounting your pet | 09.02.2013 | | 1 |
Task Description
How to reproduce: do something which require much physical stamina: move many stuff in your bag, do something at anvil or something another. and then run following commands: /sit /unmount /target <PET NAME> /mount ←– here your physical stamina will be full!!! /stand
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Feature Request | 3956 | No | Character Creation | Medium | New | Andreas Renberg | | Allowing apostrophies or dashes in names | 03.10.2022 | | 3 |
Task Description
Not sure if this is possible, but seeing as how the names are treated more as actual names and less as usernames, I believe there should be some support for apostrophes or dashes in names.
For instance (some common fictional apostrophized names) Teal’c T’Pol Kal-El Jor-El
Perhaps if the apostrophized version of names are only for “display purposes”, so if you see someone named T’Lara, their name is stored as a “key” in the database as tlara, and people can access their name (for instance with /tell) using Tlara, but for display purposes, their name shows up as T’Lara.
Not important, just a thought…
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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 | 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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Bug Report | 4854 | No | Map Textures | Low | New | aurelynt | | Sky texture not correctly mapped to skydomes | 18.12.2010 | | |
Task Description
The skybox texture doesn’t seem to be correctly scaled to the skyboxes. Its borders are cropped and this results in very sharp and somewhat odd skylines:
PS 0.5.5
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Feature Request | 3835 | No | GUI | Medium | New | bonifarz | | Value of goods in trade window | 03.10.2022 | | |
Task Description
I would like to suggest an additional widget in the trade window that gives the total (NPC-trade) value of the goods offered, similar to the one for total tria offered. With the quality based pricing system, this could help to lower confusion and make trade and economy flourish. The obvious but neglectable downside is that players could abuse this to identify an enchanted items value without finding an NPC merchant. A solution to that problem could be found when thinking about a feature to identify such items (based on intelligence, dweomer detection, factions with merchants or whatever).
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Feature Request | 705 | No | | Low | New | Caarrie | | more options with /morph | 03.03.2009 | | |
Task Description
feature request to have more options to morph to. GMs are not able to change face when they morph or any other option in character creation.
skin hair face etc
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Bug Report | 4505 | No | Engine | Medium | New | CXDamian | | buddy command - toggle behavior | 12.06.2010 | | |
Task Description
friends list does not display all friends after using command line without add/remove(onoff), may remove other entries.
starting with no friends:
‘/buddy abcdef’ = ‘abcdef is already on your buddy list’ (refresh friends window, abcdef was added)
‘/buddy abcdefgh’ = ‘abcdefgh is not on your buddy list’ (refresh friends window, abcdef is no longer listed, abcdefgh is not listed)
‘/buddy abcdef add’ = sometimes added, sometimes not
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Bug Report | 7990 | No | Inventory/Items | Low | New | Daevaorn | | Missing/Wrongly displayed CHR buff on Shiny-enchanted j... | 05.01.2024 | | |
Task Description
The item description of a “Shiny Major Gold Diamond Necklace” states that the item has a (base-?) buff of +3 CHR.
It hasn’t when equipped.
Either the description of the buff effects need a fix.
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Bug Report | 7479 | No | Bugtracker | Low | New | Damola | | Moving an item inside around inside container gives "it... | 30.12.2022 | | |
Task Description
I have a container (a sack) with tools. In there, I have a rock pick. Its capacity is 18.85/20. I can move the rock pick from container to inventory and back nicely.
However when I move the rock pick to a different slot in the container, I get:
“Item cannot be added to that container because item is too large to fit.”
I bet what happens is that PSUnreal first tries to add the rock pick to the new slot in the container and only then removes it from the old slot. This is of cause the safe way to do it, however it does lead to above error, as the rock pick has a size of 1.5 and that does not fit in 20-18.85 anymore.
That seems to be the case, cause moving a potion around in a container with capacity 7.90/20 works nicely.
I believe Crystal Space PS had the same “bug”.
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Bug Report | 4937 | No | Combat | Medium | New | Daniel | | Movement for Ranged not showing when firing long distan... | 04.04.2016 | | |
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.
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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
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Feature Request | 726 | No | Crafting | Medium | New | Drunk Hammerwielder | | Redesign/Add to the Crafting GUI. | 25.02.2013 | | 5 |
Task Description
Related to: http://hydlaa.com/flyspray_upgrade/index.php?do=details&task_id=611&histring=crafting
Goal of this feature request: To provide an alternative to the numerously unneeded clicking and dragging through the addition of additional options.
Possibilities:
1. Allow all targeting equipment to be targeted and add short cut commands as discussed in http://hydlaa.com/smf/index.php?topic=30727.0;topicseen and http://hydlaa.com/smf/index.php?topic=28284.0 .
1B. Add a /place command that would place a specified number of a specified item into a targeted container.
1C. Add a /remove command that would remove a specified number of a specified item from a targeted container.
1D. Add a /combine command that has the same functionality as the combine button that is on the right click menu.
2. Have the stock casting containers automatically convert large stacks of molten ore to the largest possible unit. (IE: A stack of 63 Molten Iron would yield a stack of 6 Iron Stocks and 3 Iron Ingots.)
2B. Add a button and command to Stock Casting that will toggle that will allow the user to cast only ingots.
2C. Allow the user to combine large amounts of objects at a time so long as the proper amounts of objects are present. (IE: 81 Iron ore and 9 Coal ore would yield 90 Molten Steel. Also, you could combine 10 sword handles with 10 sword blades to quickly put together 10 swords.)
3. Add a key to be pressed and held that would allow the user to pick up an entire stack.
I believe that there has been discussion of several other alterative on the forums.
Thank you for your time: - Tontow
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Feature Request | 1022 | No | | Low | New | durwyn | | Ability to lock the guildhouse from the inside. | 04.04.2011 | | 3 |
Task Description
When i first enter in the guild house, i inspected the arounds to remember what i had already seen in the pasts months , the pics and so :}
But i was disappointed by the fact that i cant close the door :( i mean by the inside.. i take the example that one of my guildmate invited her husband in it but then she had to go out to lock the door and enter it again. (OMG she can enter even if its locked! wOw hehe ^^)
Maybe its planed but then i have no possibility to check if its or not :}
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Feature Request | 1590 | No | Inventory/Items | Low | New | Electricsheep | | Trade between players should be visible to all in sight... | 24.01.2010 | | 1 |
Task Description
How about making it visible in Main if Players exchange items? A system message appears to the ones trading anyways at this moment. the message to others should however have some less precision, like:
"<PlayerA> gave <PlayerB> Weapons and some coinage in exchange for raw materials"
for someone trading a crafted longsword, a dagger, 2 hexa and a tria against 45 platinum ore and a silver ingot.
this in order to keep realism (can all see how many circles and tria he pushed into the other persons hand?) the message could use the item_category, and eliminate doubles, so it could be done without giant changes to the database.
the advantages I would see in this:
1.) there will be visible interaction between players. no more pure tell-based sales that (imho) are pretty ooc.
Noone IRL (and especially not in the middle ages) would go into a shop and whisper in the cashiers ear what he whishes to sell or buy.
Instead people going into a shop (not a supermarket) usually say good day followed by a statement on what they seek to buy (maybe even some smalltalk).
Neither would such item exchange go unnoticed by other people in the shop or near the exchange.
So I think it would add to realism. Unless the character you play would be blind.
2.) Stealthy and sneaky exchanges of goods would have to take place in dark alleys, like sneaky things should be done.
3.) Hopefully the messages in main would encurage Players to take the general and casual trade-talk into main as well,
instead of hiding it in tells in order to not 'disturb' other players.
If IRL there are others talking near you, you step away a little to give and have more privacy as well.
4.) It also would surely add some spying capabilities into the game, as it then could indeed be seen to all around who trades with who.
This will make it possible to IC-ly spy on others trade behaviours. This without the need of having to be telling or grouping with the ones spied on.
disadvantages:
1.) Anyone could see who would trade with who, people who use quest runners would have to find a reason why they would get items for free..
(or take the trade to a dark alley).
2.) Someone could 'spam' the main-channel with trade messages. (but that's easier by sitting and standing up, or by dropping items and pick them up)
3.) some things I probably didn't thik about yet. feel free to add..
Overall I think it would rather add to RP then desturb it. For slipping items to others unnoticed, there could/should be a ‘/givesecret’ option that would use the numbers behind the pickpocket/sneaking skills.
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Feature Request | 6333 | No | Crafting | Medium | New | Elhorien | Davide Vescovini | more variety of animal parts to craft Healing essences | 01.08.2014 | | 4 |
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.
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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 | 2631 | No | Movement | Medium | New | Elvors Amenoras | | Running up slopes should be more taxing | 26.03.2009 | | |
Task Description
I consider it unrealistic how terrain is (not) interacting with movement.
As far as I know, in real life, every meter up is as taxing as ten meters across. (The factor of 10 is from a schoolbok, it might be a good idea to verify this from a professional source.) Going downwards requires concentration to avoid slipping and falling, and a surprisingly large amount of strength to absorb the shock from “falling” the height would lose with every step. (Walk down 250 metres of a moderately steep slope with a backpack on your shoulders and you’ll know what I mean.)
In terms of game mechanics, this would mean: * When running upwards, the speed should decrease and stamina loss should increase, and the cumulative effect of these two changes should be drastic. It’s possible to trade one change for the other: keeping the speed unchanged and massively increasing stamina loss would force players to rest, keeping the stamina loss constant would call for a massive speed reduction. However, I think it should be a little of both since that causes interesting effects (see below under “game experience”). * When walking downwards, there should be no stamina loss (you can make the physics work for you), and you should be faster, but you lose mental stamina. The less your mental stamina is, the higher the probability of slipping and falling. If you fall on a too-steep slope, you continue skidding. Falling should do damage that’s proportional to the total weight (character + load), blunt damage (not much help from armor); skidding should do damage-over-time, armor protecting fully (essentially this is abrasive damage, which is similar to slash - but don’t give characters armor training from that).
In terms of game experience, this would mean: * Getting up on a slope is a time-consuming experience, and almost never worth avoiding the walk around the hill. People will stay on the paths in the valleys. This will cause more interaction between normal travellers (and make Cutthroat Lane work better for the Cutthroads, too). It will also make people who leave the road more likely to remain undetected. * The Settings team can make NPCs less accessible and less likely to be found by placing them on a hilltop, or in a valley behind mountain pass. * Players with maxed stats have less issues with upward slopes than newbies, but they will still avoid slopes unless they have reason to. * Hilltops will become a tactical advantage. An attacker will need far more time to reach a defender on the top, and expose himself to ranged combat for a longer time. (Take this into consideration when reducing the effectiveness of long-range combat spells; ideally, a mage would win against a fighter from a hilltop, and lose against a fighter on even ground.) * Hilltops also become a bit of a trap. Defenders forced to flee from a hilltop risk falling and getting overwhelmed. * Pursuing down a hilltop is problematic due to risk of falling. Defenders might want to hide a pursuit team in a nearby valley that’s near the height of the route of the attackers, though that would force them to split up forces. Decisions, decisions… which means tactical variation, which is a Good Thing when it comes to making the combat aspects of the game interesting :) * Reaching the Eagle Bronze Doors takes a lot of time already, making them even less reachable will no doubt make many players very unhappy. An alchemist that sells stamina regeneration potions at the bottom of the path up would help with that.
Just my 5 cents :) (and no, I don’t expect this to be implemented anytime soon :D )
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Feature Request | 3981 | No | Inventory/Items | Low | New | Elvors Amenoras | | Disallow adding to forge/furnace if impossible | 14.02.2010 | | 1 |
Task Description
Dropping an item in the forge or furnace while hammering something results in a message similar to “You can’t train your skill while working”, with the item sitting in the container but never heating up.
Instead, the item should refuse to drop in the forge/furnace (similar to the situation when capacity, weight, or slots are exhausted). Alternatively, the item could drop normally and start heating up.
I have two reasons for requesting this:
It runs counter to immersion. Stuff sitting in a hot place heats up in real life, it should do so in Ylliakum as well.
It is a griefing opportunity. Start hammering something, fill up the forge with stuff, and watch crafters despair. Since the stuff does not heat up, you can even continue crafting - you can take stuff from a slot normally and immediately replace it, the 300 ms lag will make sure that you can fill the slot before the other crafters even see that you freed the slot.
Feel free to change to Feature Request, I cannot know whether the current behaviour conforms to developer expectations or not.
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Feature Request | 1760 | No | NPC | Low | New | Eric | Jay | NPC Consignment merchant | 16.03.2010 | | 1 |
Task Description
The way it works now:
If I want to purchase a weapon that is better than those offered by NPCs (Trasok, Harnquist, etc) I must find someone who is capable of crafting the item I am looking for, which can be IC, but also find out when they are going to be online, which is OOC. I have spent more hours than I can count trying to find crafted items for sale in Hydlaa and Akkaio. It can be great for RP to have players sitting around doing nothing but selling their wares, but players are going to want to do something other than sit the entire time they are in-game, and there are not enough players to be available 24/7 or even a regular in-game 8-5.
The way it should work:
A specialized NPC character (class of characters) should be introduced that can do two things:
1. Hold items for sale. 2. Sell items that are held at a price specified by the original seller.
Desired Implementation example:
1. Crafter makes item and goes to merchant. 2. Crafter sets a price for item to be sold and removes it from his inventory.
a. this could be done via a specialized trade window/action button.
b. a seller should be able to remove an item that has not been sold (for a fee).
c. the seller should be able to change the asking price (for a fee).
3. The item then becomes available for sale to other players to purchase.
a. a action button and dialog would need to be created to search the merchants inventory.
b. the items listed should allow a description to be viewed (similar to current buy/sell dialog.
c. when an item is purchased it is removed from the merchants inventory.
4. The money would be taken from the buyer and either
1. placed on the merchant to be claimed by the seller any time after the item was sold (minus commission)
or
2. placed in a bank account (minus commission)
* Design consideration should be made for if each NPC merchant is self-contained, or if the NPC merchants know about the inventory of other merchants and can offer those items for sale (for a additional delivery fee) *
Justifications:
1. Players are not available 24/7. 2. All characters should not be crafters (not realistic for RP) 3. Economy would be much more realistic and less OOC as items would not be as difficult to buy/sell. 4. RP is not lost as a crafter can still sell their wares (with no fees) if they sell direct.
Steps to reproduce:
N/A
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Feature Request | 1761 | No | | Low | New | Eric | | Items purchased by NPCs should be availabe for sale to ... | 27.09.2014 | | 3 |
Task Description
The way it works now:
I mine ore or get weapons drops from killing monsters and sell them to a NPC. These items then simply disappear into the ether.
The way it should work:
The items purchased by a NPC should be available for players to purchase, at a mark-up to what the NPC bought the item for.
Example, If I sell 20 Iron Ore to Trasok, then he should have 20 Iron Ore for sale.
Steps to reproduce:
1. Acquire an item that a NPC will purchase. 2. Open the buy/sell dialog with this merchant. 3. Notice that when in “buy” view there are no items in the appropriate category. 4. Sell the item in question. 5. Go back to the “buy” view and observe that there is still no itme for sale in that category.
Justifications:
1. The players/devs have expressed a desire in the forums to have a stable economy. This will help. 2. For RP, the prices should fluctuate depending on a very simplified supply/demand algorithm. 3. For RP, how can a merchant justify shelling out mountains of trias for items that never seem to get used.
a. Trasok shouldn't fit in his house with all the silver/gold ingots he has bought over the years.
4. This will help crafters be able to get raw materials at reasonable IC-justifiable prices and hopefully get prices for crafted items to be reasonable and IC-justifiable as well.
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Bug Report | 7656 | No | Bugtracker | Low | New | ferret | | floating book on ojaroad1 | 14.01.2023 | | |
Task Description
a floating book, that claims to be a dead bird, is floating and inaccessible as it has no collision and thus not allowed to be picked up. position of the book is found by going to /teleport me map hydlaa_plaza 337145.72 -345854.81 10980.61 on teleport you are directly where the book is situated and on a rivnak, a nolthrir has it head high.
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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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Bug Report | 7446 | No | Bugtracker | Very Low | New | Gonger | | Guards! Guards! | 13.01.2023 | | |
Task Description
Two problems with guards: They do not complain about characters with wielded weapons. They do not let creatures enter the city!
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Bug Report | 5524 | No | Engine | Medium | New | Greg | | Couple Of Small problems to be corrected? Knollege Req... | 12.06.2012 | | |
Task Description
I have noticed a few things that are Incorrect, not sure If anyone commented on them, Or If they are In Progress. I will jot them down all in one Report so not to make several reports…
1. The “Cone” On the Energy Arrow Is faced in one direction As in the visual effect right after the energy arrow hits the target (Im sure im not the only one who see’s this wrong?) 2. When Dropping Stacks Of Items Like Pants There is an extra “ES” at the end. Alot Of Items Have The Extra “ES” at the end, that should not be there.
I Had A couple Questions and Requests :) 1. Someway to Turn off the red dropping notifications like.>”You are to far away to attack” and ““**” Has nothing to be looted”. maybe a way to just have it in the system tab.(Asked in help tab, unknown, If someone knows how please tell me lol, thanks!) 2. An NPC Or something In Game That could tell you detailed Information about weapons/quest items and things of that nature, (I have seen the Book in the musium, but I haven’t really studied it yet, and maybe incomplete?)
It would be really cool if you could go to an npc and hand them what you found, have them give you 2 lines about the sword and what it does. Or even a book from a quest where you can i.d it, have it unidentified untill you take it to an npc and pay them a really small fee to i.d it. (Not complaining at all but I have kept all of my named items I have looted since I have started playing. they are awsome! :D But I want to organize :) please? :D I want to sell them but I dont want to sell something for 10,000 and find out that it was really special. haha with my Inventory im sure I could write the book!
If you want to comment on this aswell, up to you. I will be blunt to the point: I have seen leather working Implimented But Famiel Is the one and only charature I will have. But He is Forbidden to work with Furs/Hides other then looting for sale. he wants to start making his own armor, so I ask/Hope there is a way to bypass leather armor and make Medium/Heavy Arms/Boots/Gloves when it gets implimented Thank You For Your Time :)
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Bug Report | 7512 | No | Bugtracker | Low | New | Haviland Tenouri | | can not attack without a weapon | 14.01.2023 | | |
Task Description
When trying to attack it says “You have no weapons equipped!”
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Bug Report | 7684 | No | Bugtracker | Medium | New | Haviland Tenouri | | Editing Guildpermissions and Points | 24.01.2023 | | |
Task Description
Giving a Guild level the permission to edit gild points is not honoured. The flag is shown, but if someone of ther permitted group tries to edit the points of himself or another member he gets “you don’t have the permission…”
Additionally, editing permissions is not propageted to other online members. Ie. they do not see any changes in guild privileges.
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Bug Report | 7689 | No | Misc | Low | New | Haviland Tenouri | | Logfile opened under the name of my pet | 05.02.2023 | | |
Task Description
Sometimes PSU logs to the wrong logfile, taking my pets name for the logfile instead the name of my character. If I’m not mistaken, the logfile is opened when the first line to log is to be written. If I happen to sit on my pet at the time, the name of my pet is taken instead of the name of my character.
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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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Bug Report | 7754 | No | Bugtracker | Low | New | Haviland Tenouri | | Alliance chat goes to main | 18.10.2023 | | 1 |
Task Description
Chat for the alliance chat tab goes to the main tab.
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Bug Report | 7755 | No | Bugtracker | Low | New | Haviland Tenouri | | Help chat is broken | 17.02.2023 | | 1 |
Task Description
Messages to the help channel get lost, as if they were never written
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Feature Request | 7810 | No | Guilds/Groups | Low | New | Haviland Tenouri | | Target user from group list | 11.03.2023 | | 1 |
Task Description
It would be nice if I could target a player with clicking his name in the group list
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Feature Request | 6029 | No | Crafting | Low | New | Hirene Penifur | | New skill: creating magical scrolls | 19.08.2022 | | 6 |
Task Description
I think it would be nice if mages would be able to make magic scrolls, on the same patterns as you can enchant gems, you could enchant a paper by spells.
Then anyone could use that scroll to cast magic without magical knowledge, so a crafter or fighter character could use identifing, healing or other type of spells. The power of the spell and the duration would depend on the quality of the scroll, and that on the way level of the mage who created it.
Scroll would be crafted from papers on the same way as you make enchanted crystals from gems. It could use an ‘intermediate object’ or multiple glyph enchanting on a single paper would do it too. For example, if a spell is a 3 glyph combination then the crafter would need to use those 3 glyphs (in the right order?) to apply the spell on the scroll.
Using the scrolls would work through the /use command. /use Scroll of Healing Flash /use Scroll of Analyze Dweomer /use Scroll of Fist of the Volcano
The script should consider what is targeted, if an item is targeted, you could use identifing, if a mob or player has been targeted you could use the spell on the target too for attacking or buffing. You also would be able to cast spells on other players that are only allowed now to cast on yourself like Dome of Perfection.
I already discussed it with weltall, who doesn’t see technical limitations in implementation yet.
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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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Bug Report | 6318 | No | NPC Paths/movement | Medium | New | Jon | Davide Vescovini | NPC's Teleporting | 04.04.2016 | | |
Task Description
Sometimes when I’m attacking NPCs with a spell, I’ll see the following messages:
“I failed to move, will teleport in 5 sec.” “I was teleported here, waiting 5 sec.” “now I located the spawn point.”
I’ve had this happen with rogues in Ojaveda and in the Sewers where there don’t appear to be any obstacles to their movement.
It’s really annoying to have to go track down the NPC to finish it off.
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Bug Report | 4931 | No | Inventory/Items | Medium | New | Jorick | | Clicking 'use' on brado's grills interrupts grilling m... | 23.07.2012 | | 1 |
Task Description
When I try to select a grill in Brado’s tavern the pink rotating cross does not appear. Right click works and brings up the action icons. However, putting meat in one of the slots and “use” the grill to grill the meat results in “You interrupted your work when you moved away” every time. Other items like preparation tables, pots, etc. work fine.
I’m running PS on: Arch linux ( up to date system ) 86×64 intel core i5 mobility radeon HD5xxx series with up to date catalyst drivers.
I logged my console output but I can’t see anything relevant to the problem, could be me so here’s the link: pastie
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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.
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Bug Report | 4574 | No | Engine | Low | New | Kaerli Stronwylle | | Ctrl or Shift modified keystrokes/mouse gestures trigge... | 11.11.2013 | | 1 |
Task Description
1) Ctrl-drag an item or use a shortcut bound to Ctrl-something 2) Note that your run toggle state just changed. :P
Using Ctrl or Shift as a modifier should “lock out” the functions bound to these keys by themselves.
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Bug Report | 5386 | No | Combat | Medium | New | Kaerli Stronwylle | | Range of combat messages is FAR too short | 08.07.2016 | | |
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.
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