PlaneShift

Task TypeIDPrivateCategorySeverityStatus  descOpened byAssigned ToSummaryLast Edited[[changedby]]
Feature Request6029NoCraftingLowNewHirene PenifurNew skill: creating magical scrolls19.08.202226 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.

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

Feature Request2647NoLowNewMario RohkrämerPvP areas need an unmistakable warning08.10.201165 Task Description

Until today I did not know that “Camp Banished” is a PvP area at all. Until I got killed.

I was asked by a GM “if I did not expect that”?! - No, I did not! I see everything as a roleplaying incentive, unless I get a system message warning me about changed world attributes.

This issue is “critical”, because inside this PvP area are quest relevant NPCs. Now, what would happen if you are in a quest dialog with an NPC, and get killed? - You would lose that quest. And if it was a one-time quest, you’ll lose it forever, for your char.

This almost happened to Cadwen today, whom I helped to deliver a “Keg of beer for Filch”. Fortunately the keg was not stolen while we returned from the Death Realm.

Feature Request4712NoItems CharacteristicsMediumNewliluraTaladBookshelves like in the Library for Guild houses05.09.201065 Task Description

It would be cool if players could buy bookshelves like the ones in the library. Rather than the player trying to set all the book items on the bookshelf that can be bought in Winch right now and making it look as if the books are on the shelf in the proper way the same dwarf could sell the shelves that look like the ones in the library. It would hold books like a container.

Feature Request5638NoCrashesHighNewMario RohkrämerOverhaul errorlog.txt usage, make it contain useful con...02.08.201415 Task Description

There are numerous (at least dozens) complaints in the forum that (especially under Windows) the errorlog.txt contains only uninteresting default errors which are not at all critical, but misses really useful and critical entries instead.

The whole “error console” concept is nonsense for Windows users. Windows builds don’t output anything useful in the console they are started from, and this would be the only console where output could be redirected to files.

If you call the client with the parameter “–console”, a new console is opened, but this one can’t be redirected with “>” or “2>”, you would have to mouse-select as much as you can keep in its history. Most PC users will not know enough about Windows to tweak this console window, maybe not even know how to select and copy from it. On Windows 7 it is even worse, when the client crashed, the new console is nearly disabled, so you almost cannot select and copy text from it after a crash.

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 Request538NoUser InterfaceMediumNewJohnShortcut windows with subwindows for organizing shortcu...05.06.202134 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

Feature Request2205NoMiscMediumNewQia FaskMore user control over the loudness (range) of speech (...01.01.202294 Task Description

As a heavy role-player, one of the most common annoyances encountered is that there is often no appropriate way to communicate to various groups of people.

Example one:

A group of five sitting around a table for an important meeting, talking in hushed voices. Currently the only option is to create a group for this, which is unrealistic, as people very close by should be able to listen in.

Example two:

Someone is standing in front of a crowd of people in the street, announcing something to them. Currently, the distance of /say is so tiny, that the only way to communicate to this group and have the people at the back hear you is to use /shout and have half the countryside hearing you.

Example three:

Sitting in the Tavern talking over a drink, not worried about your voice carrying. Currently, the distance of /say is so minimal, that half the Tavern will not end up hearing you. Using /shout would be considered very rude. No way to deal with this.

Solution:

/quiet - Speaking in a hushed voice to those nearby. Range limited to about 8 to 10 feet.

/say - Speaking in a clear, loud voice. Limited to a range of around 50 feet, which is quite a bit further than it carries to now.

/shout - Long range yelling. The current range of shouting would be fine.

Feature Request4797NoEngineMediumNewmike loevena play dead command or /playdead21.05.201164 Task Description

just a idea for a simple rp command. entering /playdead will play the death animation and leave your character imobile similar to the sit command but you will be lying down instead. this can be usefull in roleplay where you are injured but not actually dead or if you want to role play your character going to sleep. entering /stand will cancel both /sit and /playdead. in later versions of the game perhaps this can be also be used to fool the less intelligant monsters like ulbernauts rats and some of the bugs into giving up the chase and loosing interest. i think it would be benificial to have a way to roleplay being wounded or dead without having to actually go to the death realm. say for example your character was killed in a roleplay setting you could use playdead to have a open casket funeral complete with a body that will not dissapear after a minute or two.

i am not sure how easy this would be to acomplish but i suspect you could duplicate the existing sit command and just change the animation called

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.

Feature Request6616NoInventory/ItemsLowNewLisaJoe Lyonadditional sorting in storage28.09.201414 Task Description

Currently storage is sorted alphabetically which is fantastic.
if we had additional sorting by quality that would be even better, often i’m picking through my materials for the best or the worst of something when i’m crafting. if we had additional sorting by quality this would be so much easier.

Feature Request1022NoLowNewdurwynAbility to lock the guildhouse from the inside.04.04.201143 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 :}

Feature Request1642NoMediumNewA. Kiefner/possess an NPC15.11.2008123 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.

Feature Request1761NoLowNewEricItems purchased by NPCs should be availabe for sale to ...27.09.201443 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.

Feature Request2667NoUser InterfaceLowNewTimmehAdd [Away] tags to /who list28.06.202213 Task Description

It would be convenient if you were to do a /who Timmothy and I had autoreply on it would return

Timmothy [Away] Guild

Currently, I find the /away command rather useless, as you’d have to /tell the person who’s away, not knowing for sure if they’re even away. But with it in the /who, you can find out if someone is away, then send a /tell to find out the reason/how long.

Related to FS#2436

Feature Request3956NoCharacter CreationMediumNewAndreas RenbergAllowing apostrophies or dashes in names03.10.202243 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…

Feature Request4465NoCharacter CreationMediumNewMinksShow naming policy in char creation.20.08.201053 Task Description

An newbie in the tutorial brought up this idea, and I like it a lot:
It would be nice if the char creation provided a clickable link or a pop-up window to the naming policy.

Feature Request4800NoItems CharacteristicsLowNewmike loevenhave jayose and londris sell copies of library books an...24.10.201033 Task Description

there are two libraries in the game one run by jayose in hydlaa and the other a smaller collection of books run by londris in the death realm.

one of the main complaints about planeshift is the lack of information about the game. both of these libraries contain information for ic use but at the same time the books are locked into their shelves and cannot even be coppied unless a player spends the time to manually enter everything into a text file and upload it to a blank book.

my idea is to share the information by adding buy and sell catagories to jayose and londris that match the bookshelves in the library and contain copies of the books stored in each. basically have them sell copies of the library books that you can take with you and share with your friends or even put in a guild hall for easier access.

in all it makes perfect sense that a man who sells blank books would have the resources to copy and sell the important guides and informational books stored in the library

Bug Report6397NoInventory/ItemsHighNewVenalanLoss of item crafting data and names04.06.202143 Task Description

Players, Taya, and I have all seen that crafted items are suddenly missing them name of the crafter. There are also reports of missing names such as “finest”.

I was also able to craft a steel ingot and within a few minutes I managed to lose the information in the examine window which showed I was the crafter of the item.

Feature Request1804NoLowNewQia FaskUse of containers holding liquids is unrealistic (mugs,...06.07.201322 Task Description

Mugs are a staple of RP for many people, but their use is currently quite unrealistic – you “drink” away a solid glass object.

What I proprose to fix this may not be purely realistic, but at least makes sense.

When an object is consumed, it should leave behind an “empty” (mug, potion bottle, jar, etc.) which will appear in the inventory. The cost of items which come in containers should be increased, as “deposit” or sorts, like when people buy pop or beer in real life. People would be able to sell the empty back to reclaim their deposit.

In the case of mugs of alcohol, they could be strewn about on the table as the drinking goes on, so people know who’s been drinking too much. There wouldn’t be any worry about “littering”, as there would always be someone willing to pick up after and return them to Allelia or Brado for the deposit money.

If this is implemented, it would also allow for future features like being able to return to Allelia or Brado for a “refill” without needing to pay the deposit. Same for potions and other items that are sold in containers.

Also the possibility of putting other liquids into the containers. It would be neat for example to be able to stop by the secret garden and fill up a bottle, mug or bucket with fresh water from the pool (it could be done by the usual right-click method on an object).

I feel these sorts of things would help improve the RP and realism a great deal.

Feature Request2357NoUser InterfaceVery LowNewMario RohkrämerOption to show guild mate icon/flag in Buddy List01.01.2022132 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 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 Request4463NoMagic SystemLowNewMario RohkrämerAdding a "natural resource detection" spell27.02.201152 Task Description

You already mentioned that the former “Dweomer detection”, which only vaguely returns a possible enchantment of a weapon, is rather useless as there are also buffs which are not at all obvious regarding stats and skills.

Not to waste the spell in general, I wonder if it was possible to implement instead that a similar one could be used to detect the presence of natural resources. Depending on some experience level, possibly in combination with another glyph (e.g. Earth, Animal, Tree), it could enable the caster to only vaguely detect presence of areas in a more or less close range where mining, fishing, harvesting, etc. (generic type) might be possible (”You feel that harvesting could be possible here.”), up to a more detailed feeling that specific resources are probably in some vague but graduated distance (”You feel that fishing for carp could be possible just next to you.”).

Of course, any new spell could be created as well.

Bug Report4588NoUser InterfaceLowNewTereayMisrepresentation of the character in the Inventory27.07.201022 Task Description

Misrepresentation of the character in the Inventory
All my dwarves (dark haired) are affected
I use a self-compiled client (0.5.4/0.5.5)
The same on Windows (0.5.4)

Feature Request5474NoUser InterfaceMediumNewEliyahnaAndrea RizziUndo Button for Music Writer20.12.201112 Task Description

An "Undo" button on the new music writer that could go back at least one step would be very helpful. Thanks!!

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…

Feature Request1558NoUser InterfaceLowNewArerano Areramauchat tabs: "Emotions" or "fighting Messages" should be ...12.09.201061 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.

Feature Request1590NoInventory/ItemsLowNewElectricsheepTrade between players should be visible to all in sight...24.01.201021 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.

Feature Request1760NoNPCLowNewEricJayNPC Consignment merchant16.03.201041 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

Feature Request2022NoBugtrackerLowNewAdriánBounties - Game feature plus GM Tool.01.01.202251 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).

Feature Request2189NoLowNewweltall[pawsillumination] zoom support when looking at sketche...01.09.200821 Task Description

It would be nice if it was possible to zoom sketches when looking at them. This would also be useful when you get a sketch/map which is too big for your screen and allows you to have the entire image on screen by reducing zoom.

The included patch allows the user to zoom from 1/10 to 10x the map increasing the size of every element on screen.
The buttons used for this are > and < if someone has a better suggestion about them or thinks that having the increase/decrease zoom on screen would be useful i could add them.

http://pastebin.ca/1189613

Feature Request2721NoUser InterfaceLowNewAndyPlayer shops - Trade functions for guarded items28.06.202211 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.

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 Request3649NoMovementMediumNewkjmDismounting places player directly under/inside mount16.12.200911 Task Description

After executing a dismount, I end up underneath (and partially inside of) the mount rather than beside it.

Feature Request3981NoInventory/ItemsLowNewElvors AmenorasDisallow adding to forge/furnace if impossible14.02.201011 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:

  1. It runs counter to immersion. Stuff sitting in a hot place heats up in real life, it should do so in Ylliakum as well.
  2. 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.

Bug Report4236NoGuilds/GroupsMediumNewRlyDontKnowdr updates sent for group members without actors14.02.201411 Task Description

the server send DR updates to all group members even if the actor causing it is not in range and therefore the target client doesn’t have an actor associated with it.
this results in a “Stat request failed because CelClient not ready for EID:xxxxx” for each movement of the group member that is out of range.

Feature Request4237NoGUIMediumNewSeytraAbility to add custom tabs to chat window23.03.2010141 Task Description

In order for the custom channels to be useful, they need a convenient interface. The need for typing /x before stuff isn’t terribly annoying, but also not terribly convenient. However, the biggest issue is that with multiple such channels, all talk gets mangled into one. The designation for the originating channel doesn’t help much in that case.

Therefore it would be nice to be able to create and assign custom tabs to channels, which would then function just like any of the built-in tabs. It would be even nicer if that arrangement could be stored, which would go very well with the auto-joining of custom channels proposed elsewhere.

Feature Request4398NoSoundHighNewMathiasSet all volume but npc speech to 20% when npc is talkin...19.04.201011 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.

Feature Request4511NoInventory/ItemsLowNewNivmCreate option to relinquish loot rights.23.06.201041 Task Description

Make an option that allows a player to make the loot of a corpse public if they do not want it. May not apply to some corpses, and could be used to make other corpses auto-public.

Bug Report4574NoEngineLowNewKaerli StronwylleCtrl or Shift modified keystrokes/mouse gestures trigge...11.11.201321 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.

Bug Report4693NoPetsMediumNewAljuvialleAnders ReggestadYou can rest fast after remounting your pet09.02.201331 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

Feature Request4799NoInventory/ItemsMediumNewmike loevenadd storage access inside guild halls01.01.201311 Task Description

seeing that furnature is one of the heavest item types in the game, redecorating guild halls can become tedious and god forbid things get cluttered it is not possible to eaisly move them to storage. my request is that typing /storage will work inside a guild hall as if you were targeting a storage npc. just for convienance sake.

Bug Report4931NoInventory/ItemsMediumNewJorickClicking 'use' on brado's grills interrupts grilling m...23.07.201271 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

Feature Request5168NoUser InterfaceLowNewMrokiiOption for different label-colour for buddies20.04.201111 Task Description

It would be useful if the Option-Window also had an option to change the label-colour for people on ones' buddylist. This would especially be useful when there are a lot of players around, but it would make it easier to spot buddies in general as well.

Bug Report5421NoNPC DialogLowNewMario RohkrämerKilas Tungse - schizo reply about dungeon22.12.201121 Task Description

Quest: Kilas wants his abacus back

[NPC] Kilas Tungse says: Do you think you can help me with a quick errand?
[NPC] $player says: I love to learn!
[NPC] Kilas Tungse says: Thanks.
[NPC] Kilas Tungse says: I lent my abacus to Crosh Dunehammer, the guardian of the dungeons.

vs.

[NPC] $player says: about dungeon
[NPC] Kilas Tungse says: What dungeon? Are you sure you heard right? If there was a dungeon anywhere nearby, I'm sure the city would've had it sealed off by now.

This "There is no dungeon" conspiracy makes consistent quests hard where inhabitants of the dungeon are involved.

Bug Report5570NoSoundMediumNewMario RohkrämerMusic scores play at 1/4 of the previous speed now13.06.201231 Task Description

The measurement of note durations is completely wrong. “Beats Per Minute” are no more what they used to be.

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 Report5813NoModels and MapsMediumNewRoman YagodinAbacus icon in "Kilas wants his Abacus Back"09.02.201321 Task Description

1) Abacus quest item in “Kilas wants his Abacus Back” looks like some sort of globus…

2) It is not clear from Crosh’s explanations, that numeric base he uses with 7-th beads abacus. It can be both 7 or 8, so right answer may be 64 (base 8) or 49 (if base 7 is used). If base 7 is used, the whole beads line is moved back (left) in same operation with moving its last 7-th bead to the right. Same alhorithm is used in real Russian abacus, which have 10 beads in a line for 10-th base calculations.

Maybe, 2) is not a bug, but it requires some more “out of game” explorations, than player may expect, or just “brute force” enumeration of possible aanswers. So, Crosh’s explanations about his calculations must be more clear:

Now: “When they’re all to the right, I move them all back and move bead in a second line…“
Must be like: “When they’re all to the right, and I need to count one more day, I move them all back and move bead in a second line…“

Feature Request5994NoGame BalanceVery LowNewMario RohkrämerTuathanachDifferent fishes should have different attributes02.02.202321 Task Description

Different fishes will probably have a rather wide range of weights and sizes: e.g. Carp may become as heavy as several kg, few even more than 30 kg; Manta ray even more with a possible length of 5 m; Dace (mud carp), Ide and Orfe (quite the same) or Perch instead usually less than 1 kg; Coppernose (a tropical barbel) will probably be only few inches long.

But all fishes in PS have the same size and weight of 1.

I don’t expect a variable weight and size per catch, but at least different average weights and sizes.

Feature Request6250NoUpdater/PSLaunchMediumNewMario RohkrämerJoe LyonTemporary privilege elevation during update?09.12.201431 Task Description

I hope it is technically possible to programmatically request a further execution of the launcher as administrator to be able to exchange binaries in UAC protected directories (%ProgramFiles% or %ProgramFiles(x86)% under Windows Vista/7/8…); and may it just be by the launcher calling itself as a new instance executed under the Administrator account.

Other platforms than Windows may require a similar solution.

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