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Feature Request | 457 | No | Engine | Medium | Closed | Dan | Joe Lyon | Ability to name a sack | 24.12.2014 | | 45 |
Task Description
I would love the ability to name a sack. Sacks used in quests have names, so why not sacks that are bought from NPC’s? I often separate my inventory into sacks to keep things clean and would like to name one sack “Quest Items”, another “Books”, another “Weapons”, etc.
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Bug Report | 5732 | No | Game Balance | Medium | Closed | Hirene Penifur | Davide Vescovini | Chainmail armor prices align to the required raw materi ... | 01.01.2014 | | 26 |
Task Description
The main problem is the final NPC prices of chainmail armos are much lower than the used up raw materials on the same quality. According to the equation of quality dependant price calculation from base prices, I have some suggestions for the base prices of different chainmail armors, taking into account the used up raw materials. I’m sure that these prices are not high for a new players, considering that they usually can’t wear chainmail until they raise their strength to at least 100.
The current base prices of Q50 chainmail armors are:
Chainmail Helm - NA Chainmail Gloves - 400 Chainmail Boots - 440 Chainmail Arms - 420 Chainmail Pants - 460 Chainmail Torso - 480
Calculating by the price of 80 of the Q50 molten steel. The correct base prices for the Q50 chainmail armors should be around the following:
Chainmail Helm - 1440 (18 molten steel) Chainmail Gloves - 1440 (18) Chainmail Boots - 2160 (27) Chainmail Arms - 2880 (36) Chainmail Pants - 2880 (36) Chainmail Torso - 3600 (45)
The complete chainmail set would be 14400 tria.
These prices cover only the same quality of used raw materials, no added bonus for the crafter. However, it would worth to think about added bonus, because chainmail making is a long and tiring process.
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Feature Request | 665 | No | User Interface | Low | Closed | Rongar | | "Take all"-button for loot | 27.11.2013 | | 24 |
Task Description
Now that it’s available for dealing with merchants and crafting-containers, how about adding such a nifty button to the loot window? ;)
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Feature Request | 4885 | No | Movement | Medium | Closed | Firiban | | multiple people on one mount | 08.11.2022 | | 23 |
Task Description
Hi, i think it would be nice if you could take people with you on your rivnak/drifter on a kind of back seat. the person who got on first/the owner of the animal would steer it. having more than one person on the same mount would result in the mount becoming exhausted more quickly.
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Feature Request | 4602 | No | Engine | Medium | Closed | Illysia | Joe Lyon | Bulletin Board System for Major Cities | 01.10.2014 | | 22 |
Task Description
Our group of players have formed the Yliakum Advisory Committee(YAC), to tackle some of the more difficult problems concerning RPing, mechanics, and how those two intersect. Our first proposal is for a bulletin board system, for the major cities, that can support RP.
The interface for reading the bulletins would work similar to the quest window. Bulletins would be displayed by title only and clicking on the title would bring up the bulletin. Bulletin submission would work similar to the petition system where a player could pay a fee, perhaps a few circles, and then type up a bulletin to be submitted which could then be read by others.
The fee should be enough to discourage frivolous posting but not so much that it requires grinding at the mines or in hunting mobs to afford it. The board should automatically dump bulletins after a set amount of time to decrease the amount of clutter. Should a player need a bulletin up for longer than that, they can post the bulletin again. However, GMs should have the ability to remove a post at any time, post a bulletin at anytime without limit and should periodically check it to look for inappropriate posts. For players there should be a post limit per time unit for each board so that the boards aren’t spammed. Possibly even a post limit per character in regards to how many can be up at on time per board.
An additional mechanic that could serve to bolster RP would be the option for players to post their own quests via the bulletin board. A player could post a bulletin describing the quest parameters, and give over to the bulletin board the items needed as a reward(items and/or tria). Optionally, there could be a toggle that would allow the poster to display or hide their name from other players given the RP situation. GMs however should be able to see the poster’s name regardless. Then, upon player completion of the quest, whether it is delivering to the board some crafted items or looted items or some such thing, the quest completing player would receive the reward.
The items and/or trias left by the quest issuer should be clearly displayed by mechanics so that players taking the quest are able to decide if the quest is worth their time. Also, payment for posting a player quest should be somewhat cheaper than that for a normal bulletin to help encourage player quests. Should a quest not be completed before the bulletin has to be cleared or if the player decides to withdraw the quest, rewards should automatically go back to the player or to the bank for storage. A system notification should come up the next time the player logs into inform them of either rewards going to storage or a player completing their quest. Should the quest involve item exchange, the quest giver should be able to return to the bulletin board to pick up the item(s) left by the quest completing player. Once the quest is completed, the bulletin should automatically disappear.
Although we understand that adding NPCs is a hardship of some sort, a NPC that sees to the matters of this board would be a tremendous help in keeping the RP consistent. A magically self maintaining board would be a bit of a stretch, so a care taker of sorts would be appreciated. The NPC could be of an off putting nature so as to discourage players trying to interact with it and could only actually appear at the intervals of board clearing. Perhaps the boards could be cleared at regular intervals but only bulletins over a certain age would be pulled down. Regardless of the particulars of the board clearing, the NPC would not be permanently there and would just be a visual to help with RP explanations of the board system.
*Note*: Players abusing the bulletin board should be subject to being banned or otherwise sanctioned depending on the degree of abuse.
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Bug Report | 1826 | No | | High | Closed | svuun ingame | Paldorin Mugbreaker | Stamina Drops while Standing | 03.11.2008 | | 21 |
Task Description
Actions: 1. Standing, while not engaging in activities (ie not spell casting or mining etc) 2. walk/run forward (a short increment) 3. stamina drops incredibly fast . I think how much is dictated by how long you stood still.
Environment: I was able to do this on two maps at least: Gugrontid and BD1 Current windows client with current updates on Windows XP sp2.
Consequences: Standing too long for whatever reason can lead to the point of exhaustion in effect becoming functionally stuck for a short period of time.
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Bug Report | 1182 | No | | Critical | Closed | Martin Stopko | Kenneth GraunkeRoland Schulz | No practice points after using a sword / life infusion ... | 24.03.2008 | | 20 |
Task Description
When I hit a monster, I dont get any practice points in sword. I am stuck on 31 and half level. The same happens when I cast life infusion, no practice points in the Crystal way. The skills I started to train and to practice after the installation of Steel Blue /Emphaty or Melee/ are working good. I tried to log out and log in, and also to visit a trainer. It says ²you cannot train this skill any higher yet²
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Bug Report | 1796 | No | Models and Maps | Critical | Closed | Jarexia Kadnessar | Mike Gist | Gap between the corridor from Hydlaa Plaza to the Arena ... | 23.07.2009 | | 20 |
Task Description
shows the problem. Walking through the corridor from Hydlaa to the Arena caused a sudden drop through the map when I exited the corridor. I was automatically put within the Arena grounds and returned to take the above screenshot and investigate. After a server outage I checked again and encountered the same problem.
Addition by Lanarel: This is a known problem for many portals (where you cross from one map to another) on some systems. All places where this happens should have a teleport action location nearby: click on a roadsign (or sometimes rock) nearby and read the description. It will teleport you to the other side.
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Bug Report | 4555 | No | User Interface | Medium | Closed | Kaerli Stronwylle | Talad | Bad default for basic chatbox | 09.07.2010 | | 20 |
Task Description
The simplified chatbox should default to off: it causes quite a bit of hassle for new players who are just joining a guild, or for returning oldbies for that matter, especially since turning it on/off requires a client restart.
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Bug Report | 1923 | No | NPC | High | Closed | svuun ingame | ThomLanarelpeegAndrew DaiMario RohkrämerSteven SchwartfegerLoyniMrokiiaurelynt | NPC's and Player stop attacking during/start of battle ... | 01.09.2009 | | 19 |
Task Description
Just noticed this past couple of days and not sure if related to FS 1896.
This situation occurs randomly so I’d test this at least 10 times before saying “not able to duplicate.”
Occurs with gladiators/rogues in arena.
[using following shortcut] 1. /target clear /target next npc /attack bloody/normal
scenario 1: -char mode changed to bloody/normal attack stance -NPC nor char doesn’t procede to hit/block/dodge, essentially the char is suspended in the fight stance animation.
scenario 2: -char mode changed to bloody/normal attack stance -NPC and char procedue to engage in battle, as displayed by hits/blocks/dodges etc. -midway or at any point in fight the NPC and Char stops attacking. Both fighting animations continue or NPC fighting animation stops
scenario 1 and 2 seems same except scenario 1 occurs at time 0, and scenario 2 occurs beyond time 0.
attacking again sometimes starts the combat again, but with varied results. usually engages battle, but there were times where I have had to hit the shortcut up to 4 times to engage again.
situation also occurs with using the fight icon.
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Bug Report | 413 | No | | High | Closed | Filip Bole | Andrew CraigCaarrieKenneth GraunkeMike GistAnders Reggestad | Dueling | 25.11.2007 | | 18 |
Task Description
At first I want to apologize to Xordan for over-reacting, dueling is something that a lot of us enjoy in it and that is why I took it so personally…
There is new feature added that prevent monsters to be attacked from distance, and with this take them away from someone, great feature and I totally agree with it and support it. But here come dueling, and unfortunately this affect also the attacking of players, you have to be less than a meter away to be able to start the attack… this ruin dueling, I think dueling should not be start the attack and watch wath happen… if so there is not point in dueling… and I don’t think is OOC, some player action, because if so, than make also metalurgy, mining and crafting such, that you just come on the mine, and watch your character mining for an hour until have a full load of gold… but I think we are all enough smart to understand, that a game is not watching a character doing something, but managing your character doing something… and honestly I don’t see why dueling should be an exsception to this. On the other hand I see many problems in such dueling system… I would say that as long as weapons have speed, this can’t work well, my favorite weapon is claymore, and it have speed 5, so it means that I get 3,3 hits of a dagger before I make 1 hit with my claymore. Well ok, if this will not be enough, I will give more reasons why not this system, but I think saying that watching a movie of medieval wars is more interesting than watching 2 3d characters combat without having any influence of them should be enough. Oh yes, and don’t say that you can go again back when you start the attack, because this only give more advantage to daggers.
In hope you will make a quick change, Stylee
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Bug Report | 426 | No | | High | Closed | Steven Schwartfeger | Paldorin Mugbreaker | Using physical stamina while loading map | 18.01.2009 | | 18 |
Task Description
On laanx, if you autorun into a portal with a long load time, you will load the next map with less physical stamina, or exhausted. Maybe the player should be stopped from running at the portal, and started again automatically when the next map has loaded fully?
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Feature Request | 5668 | No | Crafting | Medium | Closed | Mario Rohkrämer | Joe Lyon | Enhance the /study command | 25.12.2014 | | 17 |
Task Description
Even though the Study window provides a little more overview, it is still quite a pain to look through the long technical list of crafting transformations to find the ones required to make or use some ingredients (and the higher the level, the more content a crafting book contains). Knowing the exact strategy from the beginning is essential, though, to avoid a lot of wastage due to accidental transformations into the wrong direction.
Please provide this command with an optional filter parameter, to have the Study window display only transformations where a specific word (case-insensitive) is contained, e.g.:
/study biscuit
shall only return cooking and baking transformations (according to the previously read book) which result in any kind of Biscuit, or use any kind of Biscuit to make new ingredients or meals.
Creating a tree view with all required subsequent transformations for a specific result might be optimal, but I doubt anyone would take this burden…
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Bug Report | 5981 | No | Client start-up | Medium | Closed | Venalan | Joe Lyon | Necessary changes to game defaults. | 03.06.2021 | | 17 |
Task Description
There are persistent and continual complaints about how bad the game defaults are, the following changes are necessary to be made before the tutorial remake should be released to make the early game as good as possible.
1 - ‘basic chat window’ should be removed as its confusing and pointless and players have to spend ages each day explain to every new player how to make the chat window useable. FIXED
2 - As essentially everyone who plays PS plays with all chat tab visible (once they have gone though point 1), all tabs should be visible from the beginning. Not having them there makes no sense. Why hide them? They should all be visible and if a player wants to remove one they can go looking for the options to edit it.
3 - Things to show in main tab (other than main chat) should be nothing as default, if people want to adjust it to suit their playing habits they should. The tabs should just show the individual channels (see 2 above).
4 - The ‘tool bar’ should show all the buttons as default, not allowing players to see all the buttons for all windows from the off set is silly. This results in them missing a lot of the possibilities until they either happen upon changing it by random, or, as most likely is the case another player tell them how to change it.
Every player I’ve spoken to or heard speak about all these points agree with all of them.
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Feature Request | 1569 | No | | Low | Closed | Orgonwukh | | Duel countdown | 19.05.2010 | | 17 |
Task Description
I propose a countdown which starts everytime a challenge begins (not only the auto-accept ones). Like this for example:
Duel with $target starts in 10 seconds… Duel with $target starts in 9 seconds… Duel with $target starts in 8 seconds… … Duel with $target starts in 1 second… Duel begins!
This topic has been discussed on forums here: http://hydlaa.com/smf/index.php?topic=32392.msg372850#msg372850
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Bug Report | 2075 | No | Movement | High | Closed | Robert T Childers | ThomLanarelpeegAndrew DaiMario RohkrämerSteven SchwartfegerLoyniMrokiiaurelynt | Can't Run or have problems walking in oja,bd roads sinc ... | 27.11.2009 | | 15 |
Task Description
Since the new maps, I have found that even though the terrain looks smooth its like the character is walking into little ledges that cause him to stop or slow down to approx 1/4 speed. If your running you just stop. I have found that I can at times manage something of a run if I jump a lot. A whole lot. The locations of the ground that does this don’t seem to have much consistency. You can run for a small distance, be in this broken terrain for another distance and then be back in smooth terrain. Also if your running in autorun and are stopped you can turn anywhere from 30 to 90 degrees and start running again. Like I said at the top its like the new ground has lots of little ledges. Also while walking if you jump when stopped or slowed down, you often land about 1/4 to 1/8 of a character height above the visual terrain.
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Feature Request | 1507 | No | | Low | Closed | Thom | weltall | More advanced groups: group vs. group duels. | 30.07.2009 | | 15 |
Task Description
From forum thread http://hydlaa.com/smf/index.php?topic=32393.0
Groups should have more options and be more advanced than they are now. One way to do that is to make groups more “guild-like”. This could be done by allowing group vs. group duels.
Possible implementation: /groupchallenge <member of opponent group>: This would present a challenge to the leader of the group that character is a member of. Note that group-challenging any groupmember will still present the challenge to the leader.
Upon accepting, the groupmembers should be visible to the players in some way, just like guild tags can be seen. This could be done by changing the character label to another colour or by appending the tag “<opponent group>” to members of the opponent group where the guild tag would normally be.
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Feature Request | 5500 | No | Training & Skills | Medium | Closed | Gilrond | | Add exact practice point gain output | 31.03.2016 | | 13 |
Task Description
Please add exact value of practice points gain to the system message, instead of useless “You’ve gained some practice points in…“.
Especially with constant updates to game rules, this will help players to choose optimal paths for training. There is no reason to obscure those values when other ones like progression points and experience points values are printed explicitly.
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Bug Report | 3453 | No | Rendering Issues | Critical | Closed | Andrew Draskoy | Mike GistRlyDontKnowFrank Richter | Black ground and other graphical problems on some graph ... | 16.10.2010 | | 11 |
Task Description
Mostly everything is black. Sometimes turning will change things and some things will be super bright while everything else is black. See screenshot montage:
http://draskoy.net/ps/montage.jpg
system: O/S Ubuntu 9.10 Linux 2.6.31-15-generic
From the log:
crystalspace.canvas.openglcommon:
OpenGL renderer: GeForce4 MX 4000/AGP/SSE2 (vendor: NVIDIA Corporation)
version 1.5.8 NVIDIA 96.43.13
Using windowed mode at resolution 1024x768.
Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48
AccumAlpha: 16 MultiSamples: 0
I’ve tried setting shaders to “lowest”, with no result. There doesn’t seem to be a way to totally disable shaders. Given that my card has no shader support, that would be best. psclient spends a lot of time spewing out messages like this: shader lighting_default_instance: ….10%….20%….30%….40%….50%….60%….70%….10%….20%….30%….80%….90%….100% ….40%….50%….60%….70%….80%….90%….100% which leads me to believe it is doing a lot of unnecessary processing.
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Feature Request | 6611 | No | Engine | Medium | Unconfirmed | Lisa | | Starting and stopping musical instruments in a group/ba... | 25.09.2014 | | 11 |
Task Description
musicians trying to sync up to play as a band/group is difficult. to fix this i suggest commands /groupplay and /groupstop be made the musicians would form a group and each one would put the song they are to play in their left hand (that way one person can play a flute piece and another plays a lira piece, another drums, etc) the group leader would issue the commands for starting and stopping the system would broadcast the command to each client to start playing (like the way group chat is sent to the members of the group). the piece would play at the default speed for the music score if the group is disbanded while playing everyone would have to automatically stop playing if a player leaves the group they would have to automatically stop playing too.
only difficulty I would see is if one of the players is unable to play the selected piece at the default speed, the system would either have to have that person not play with an error of not talented enough or play at the fastest they can play (which would sound bad but be realistic)
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Feature Request | 881 | No | Crafting Transformations | Low | New | O | Frank BartonRizinAngelaDavide Vescovini | Animal parts economy | 14.11.2023 | | 11 |
Task Description
I would suggest a specific hunting skill to “loot” animals instead of the current lottery system giving hides, claws, eyes, and whatnot.
Currently, anybody who can kill something can get enough parts by slaughtering a big amount of creatures. The skill would clearly separate the warriors from the hunters. Anyone can probably cut a rat’s tail, but skinning the animal is a bit more complex. And so on, some beasts will be more difficult to skin than others. Even proper meat is not obvious to extract from a carcass.
As a side effetc, maybe a killer could carry back the entire beast to a person capable of skinning/cutting it, if he doesn’t have the skill himself (it looks like some people can carry 400 kgs out there).
This incidentally could create a real market between players, akin to the economy currently existing around ore and weapons. Obviously, some PCs are going to be cooks, leatherworkers or alchemists.
This of course doesn’t apply to looting rogues, unless one can think of using human parts in some dark alchemy, or just carrying ears or heads as trophies.
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Feature Request | 1334 | No | Engine | Low | Closed | A. Kiefner | Joe Lyon | advisor improvements | 27.02.2021 | | 11 |
Task Description
I would like to request a few changes/additions to the player-advising system. First, there should be a command /advisor_list which would list all names of people currently with active advisormode - only to GMs. For players, this command would only display the number of people in this list, to still allow some anonymity.
Second, I request a command /ban_advisor [player] which sets /advisormode off for this player and denies him to activate it in future. The command should work for the whole account, no time limit enforced. It also should be displayed on /info whether the account was banned for advising.
Third, I request an increase of the time it takes to timeout on giving advices by at least 1/3 of the current amount.
Forth, furthermore, the timeout should be displayed in a popup window onscreen and be resetable by a click after 1 minute. Each time the countdown is reset, the help-seeking player gets a feedback.
Fifth, the help-seeking player as well as the advisor should be allowed to quit the help-session conveniently and
sixth, the session countdown should be reset each time the help-seeker gives a reply, so the session never times out if advisor and questioner exchange some sentences to solve the problem until either side quits the session OR the countdown reaches 0.
Seventh, /advisormode should be set on by default for GMs (sec lvl 21,22,23,24,25).
Eighth, /advisormode should be only activable for people with a character on the account with ingame time >30 hours.
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Bug Report | 126 | No | | Critical | Closed | Thom | Talad | Size of mugs, books and other items is too large. | 19.03.2008 | | 10 |
Task Description
The claymore, a big sword, has a size of 14. But a small mug to drink beer from has a size of 20! I’d expect it to be more like 2 or something. Books also have a size of 20, which is annoying when storing lots of blank books.
When looking at this bug, also look at FS#635 !
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Bug Report | 5192 | No | Inventory/Items | High | Closed | Lusserall | Anders Reggestad | Items disapear in crate/container bottom slots (patch i ... | 20.11.2013 | | 10 |
Task Description
When having a wooden crate in inventory and you take 1 or more items from a stack out of your inventory and put them in the crate slot 33 or higher the items are gone. When the crate is on the ground it seems tobe okay also first 32 slots seem to work.
Tested this with apples and pies Reproduce: put a wooden crate and a stack of apples in your inventory open the crate take 1 or more apples from the stack and put them in one of the bottom empty slots of the crate.
Probably same for every container that has more than 32 slots and can be put into your inventory “Glyph sack, Wooden crate”
cs R36047 ps R7127
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Feature Request | 5650 | No | Crafting | Medium | Closed | nobody special | | stack combines | 19.12.2016 | | 10 |
Task Description
Please figure out some way to do crafting combines using stacks. examples: a stack of tin + a stack of copper create two stacks of sludge; a stack of mugs of hot water + a stack of herbs create a stack of tea mix; and so on with all combines. Limit it to what will fit in the container and make it take 5 minutes it is fine just save us from carpal tunnel syndrome if you at all possibly can.
Please PLease PLEAse PLEASE!
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Feature Request | 1506 | No | Combat | Low | New | Thom | | Non-lethal guild wars. | 24.01.2010 | | 10 |
Task Description
From forum thread http://hydlaa.com/smf/index.php?topic=32393.0
In normal duels you can decide whether to kill your opponent or not, leaving him with 1 HP. However, in a guild war this is not the case, in a guild war you can only fight to the death. Make it so that fighters in a guild war have the possibility to spare an opponent. This could be done by creating an option when starting a guild war: lethal war or non-lethal where the fighters can decide to spare an opponent or not.
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Bug Report | 1149 | No | | Critical | Closed | Eddie | Kenneth GraunkeMike Gist | opening Inventory, attempting to buy and sell and /exam ... | 28.07.2008 | | 9 |
Task Description
Using Ubuntu Gutsy. Attempting to open the main inventory window or the mini inventory terminates the client. attempting to buy or sell items also terminates the client, the window opens but as soon as the client starts to load the items for sale, the client terminates. attempting to examine a new item such as the new signposts terminates the client. Items already existing in crystal blue don’t.
Vinafera Reduxxius also suffering crashes (another Linux user).
Client is not generating a crash log so I guess it is an abnormal termination rather than a crash. (the client thinks it has received a genuine quit command)
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Bug Report | 1643 | No | Movement | Medium | Closed | Lanarel | Mike GistTaladAndrew Dai | Difficulty with ladders and grates in DR | 25.01.2010 | | 9 |
Task Description
When trying to get through the death realm on the test server, I had real difficulty in getting up the first ladder. WHen falling between holes in the road, it was impossible to get out without using /unstick. This may be due to recent changes Khaki made to the movement system.
For new players, this means DR will be even more of a problem.
NOTE: Please keep this bug for DR only, open other bugs for other specific places.
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Bug Report | 4989 | No | Quests | Medium | Closed | Ben P. | drJack | Trasok Special Axe | 08.12.2011 | | 9 |
Task Description
In the Quest Responses window I have this option for quest Trasok Special Axe: “I’m here for the small battle axe you asked me to create.”
I don’t remember him asking me anything, and when I select the option it doesn’t seem to start any quest. He just tells me general stuff about axes:
(18:21:14) [NPC] Davimus says: I’m here for the small battle axe you asked me to create. (18:21:16) [NPC] Trasok Starhammer says: Axes are a good strong weapon. (18:21:19) [NPC] Trasok Starhammer says: They do more damage than swords, but aren’t as fast to swing. (18:21:24) [NPC] Trasok Starhammer says: If you’re looking to buy one, both merchants and smiths are good places to look.
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Bug Report | 5694 | No | Game Balance | Medium | Closed | Joseph Spina | Davide Vescovini | Mining, Harvesting, and Fishing training significantly ... | 11.02.2013 | | 9 |
Task Description
Mining, harvesting, and fishing are all out of balance with respect to other skills.
When lower levels had higher success rates, I found that it took 61 successes to rank a level 0 harvesting character to level 1. To put this in perspective, in this same amount of time, it’s possible to gain more than 5 levels in any craft assuming one has the materials, and more than 10 levels in Azure Way.
With a level 7 miner, mining over 130 ores successfully, I only get half of a rank. Within that time, I am able to gain a full rank with a level 140 Crystal Way mage. I also am able to rank up level 99→100 Armor Making within this time frame.
From the playerbase-side of things, people with any levels of mining, ranging from 5 to 60 and up, say that it takes too long to gain one rank of mining, especially with the raised failure rate (which is what caused players to care about their mining levels). Many players have given up mining except for what they absolutely need, and few are bothering to train mining actively anymore as they don’t find it worth their time.
Even with experience gained from failed attempts at mining, the old issue of large amounts of time spent per each level will still remain. Mining, harvesting, and fishing desperately need a rebalance as it stands, and experience given for failures will not fill this need adequately.
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Feature Request | 2535 | No | User Interface | Low | Closed | Orgonwukh | Tucos Jethare | Duel messages | 27.08.2009 | | 9 |
Task Description
I propose to display the messages concerning dueling not only in the system tab, but also as big green messages like for example when crafting. When you have auto-accept on (for example in a roleplay), you sometimes miss that you got challenged.
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Bug Report | 501 | No | Magic System | Critical | Closed | svuun ingame | Kenneth GraunkeMichael Cummings | Strength spell bugged, strength goes to 0 till relog no ... | 25.03.2009 | | 8 |
Task Description
On casting strength and flame spire on separate occassions, roughly 10 times in a row has lead to a decrease in half my strength gone (from 200 to 100). I know strength is ineffective but didn’t know this was a sideeffect of it as well. Flamespire also contributes to this effect.
The decrease in energy occurred about 10 minutes later after I revisited the window. I did not move from the spot I originally casted the spell. The spells were cast in the Winch.
I did not notice an effect on other stats.
Relogging in seems to fix the problem and stats are reset.
Only those two spells were tested. will test other redway spells as well in other locations.
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Feature Request | 2782 | No | Inventory/Items | Medium | Closed | Firiban | | Group Guard | 28.06.2022 | | 8 |
Task Description
Hi, please make it possible to let a group guard items. as soon as a player joins a group, all items guarded by him should be guarded by the group. As soon as the group is disbanded or the player leaves the group, he shall be guarding the items he dropped alone. This is useful i.e. for market stands where one player builds up the stand, which is too big to be guarded just by himself, but the other sellers enlarge the guard area. it is also useful if a seller in a market crashes: his group still guards the items he dropped.
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Bug Report | 4655 | No | NPC | Medium | Closed | Nasha | weltall | NPC/ mobs do not fight back in Non- RP server | 19.09.2010 | | 8 |
Task Description
None of the mobs are consistently attacking when attacked. For a short time they would fight back around 12 AM EST and 2 AM EST and then again from 12 PM EST to 2 PM EST. This bug makes training any type of armor impossible. The mobs perform perfectly in the RP server but not everyone wants to have to role play for a functioning game.
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Feature Request | 6101 | No | Combat | Medium | Unconfirmed | nobody special | | allow ungrouped combat when attacked | 07.08.2013 | | 8 |
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.
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Bug Report | 6038 | No | Crafting Transformations | Low | Closed | Hirene Penifur | Davide Vescovini | Crystal enchanting is too slow and gives few practice i ... | 21.08.2021 | | 8 |
Task Description
I just made some experiements with echanting gems to enchanted crystals.
Here’s some settings and the results:
I had level 170 in magic way, and I buffed it up to 190 with a helmet and a shield. I was able to make 6 diamonds out of 17 tries for the first time (35% success rate). Enchanting process has taken about netto 51 minutes. On second case, I was working for 93 minutes for 12 gems out of 31 (39% success rate).
I haven’t tested sapphires, emeralds and rubies on my level, but I suppose I could be able to enchant those much faster. I’m also sure that there’s a formula to determine the enchanting time and the success of the enchanting depending on the way level of a mage.
At level 170 diamond enchanting duration was 180 seconds and I got 45 practice points in way skill. At level 190 diamond enchanting duration was 172 seconds and I got 43 practice points in way skill.
I don’t think it’s expectable from players to spend at least 51 minutes for making 6 enchanted diamonds. Or you can’t expect players to work 1.5 hours for 12 diamonds.
The success rate (about 1/3) is not expectable either at level 190.
If I would be casting spells for 180 seconds, I would get about 530% (5.3x) more experience in way skill. Therefore enchanting is not good for leveling a magic skill either.
Conclusion: My conclusion is that the enchanting process takes too many time due giving very few practice in skill and has too low success rate.
Suggestions, I would: • half the enchanting time in general, so at level 170 process would take only 90 secs, not 180, • double the success rate of enchanting a crystal from a gem (This has no effect on skill practice points.), • double the practice points for the skill.
The results would be (at level 170):
12 gems out of 16 tries in 24 minutes for 1440 practice points, instead of 12 gems out of 31 tries in 93 minutes for 1395 practice points.
or:
6 gems out of 9 tries in 13.5 minutes for 810 practice points, instead of 6 gems out of 17 tries in 51 minutes for 765 practice points.
Level 170 in a magic way is considerable high level, so it should produce much faster enchanting process. But it should be aligned for the formula calculates all the durations for different gem types and way levels.
Summary: The main goal is to speed up enchanting and giving decent practice in skill regarding the time a player has spent with the process (instead of hunting with spells). When you use your magic skill, you get something as a reward: loots in case of hunting, enchanted gems for enchanting. There’re some mages who don’t use offensive spells, they would need a proper alternative to raise their magic practice and levels, enchanting could be one of those. There’s no reason why enchanting should give only 20-30% of practice points compared to spell casting.
The rule formulas for gem enchanting should be modified to balance efforts and rewards.
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Feature Request | 6097 | No | Magic System | Low | New | nobody special | | refresh spell duration instead of failure | 17.12.2022 | | 8 |
Task Description
spells that give buffs should have their duration reset upon further castings instead of casting having no effect within the spells duration.
If I cast defensive wind, currently subsequent castings have no effect while the spell is active. Could this be changed so that the second spell restarts the duration timer?
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Bug Report | 1194 | No | Crashes | Critical | Closed | durwyn | Mike Gist | Crash when editing a generic map | 12.10.2009 | | 7 |
Task Description
whenever i try to edit a generic map, it crashes. :( (new and old ones)
sent you the Dump file Aryhann.
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Bug Report | 1382 | No | | Critical | Closed | Andrew Dai | | Planeshift cannot support more than 256 players | 26.04.2008 | | 7 |
Task Description
I was going through a routine code review, and when I came across the 75th class, psServer, I found that our infrastructure could not possibly sustain more than 256 players as below. That solves the mystery of why I've NEVER seen the player count go above 256! Take that all you PS doubters!
char playerNum; // unique player number for every player
I'm sure our numbers will rocket into the thousands once this bug is fixed, though I fully expect this will require a rewrite of the server, probably in assembly code for reduced lag.
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Bug Report | 1749 | No | Movement | Critical | Closed | Thom | | Crash related to !leaf and leaf, related to colliding w ... | 23.12.2009 | | 7 |
Task Description
Updated 13-12-2008: This report is no longer only for the crash when running into a wall when minimized, but for all crashes in the !leaf_replaced code. Summarizing from below: - crash is in PS code, resulting from a bounding box in the culler having NAN for one of the coordinates
- people report this happening (often) with the released client, but not with debug ones.
- for debug build the crash can sometimes be triggered when running in a wall minimized (see call stacks and comments).
CS ticket: http://www.crystalspace3d.org/trac/CS/ticket/587
Original details: - Start running into a wall - Minimize PlaneShift.. - Bring it up again. - Crash!
This also works when minimizing and bringing back the console window while looking at the main PS window. Setting this high priority because it may lead to many crashes during map loads when someone minimizes during the load, his character passes through the loading border and hits a wall, the person switches back to PS again and crashes. Callstack:
ntdll.dll!7c901230()
[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]
> crystalspace-1.3-vc9_d.dll!CS::Debug::DebugBreak() Line 941 C++
crystalspace-1.3-vc9_d.dll!CS::Debug::AssertMessage(const char * expr=0x10509454, const char * filename=0x10509d68, int line=226, const char * msg=0x00000000) Line 82 C++
crystalspace-1.3-vc9_d.dll!csKDTree::DebugExit() Line 226 + 0x23 bytes C++
crystalspace-1.3-vc9_d.dll!csKDTree::DistributeLeafObjects() Line 465 C++
crystalspace-1.3-vc9_d.dll!csKDTree::Distribute() Line 599 C++
dynavis.dll!IntersectSegmentSloppy_Front2Back(csKDTree * treenode=0x163a6e90, void * userdata=0x0012f108, unsigned int cur_timestamp=24161, unsigned int & __formal=0) Line 2275 C++
crystalspace-1.3-vc9_d.dll!csKDTree::Front2Back(const csVector3 & pos={...}, bool (csKDTree *, void *, unsigned int, unsigned int &)* func=0x114473c0, void * userdata=0x0012f108, unsigned int cur_timestamp=24161, unsigned int frustum_mask=0) Line 795 + 0x13 bytes C++
crystalspace-1.3-vc9_d.dll!csKDTree::Front2Back(const csVector3 & pos={...}, bool (csKDTree *, void *, unsigned int, unsigned int &)* func=0x114473c0, void * userdata=0x0012f108, unsigned int cur_timestamp=24161, unsigned int frustum_mask=0) Line 809 C++
crystalspace-1.3-vc9_d.dll!csKDTree::Front2Back(const csVector3 & pos={...}, bool (csKDTree *, void *, unsigned int, unsigned int &)* func=0x114473c0, void * userdata=0x0012f108, unsigned int cur_timestamp=24161, unsigned int frustum_mask=0) Line 809 C++
crystalspace-1.3-vc9_d.dll!csKDTree::Front2Back(const csVector3 & pos={...}, bool (csKDTree *, void *, unsigned int, unsigned int &)* func=0x114473c0, void * userdata=0x0012f108, unsigned int frustum_mask=0) Line 857 C++
dynavis.dll!csDynaVis::IntersectSegmentSloppy(const csVector3 & start={...}, const csVector3 & end={...}) Line 2470 C++
crystalspace-1.3-vc9_d.dll!csColliderHelper::TraceBeam(iCollideSystem * cdsys=0x01e4bc50, iSector * sector=0x26f03548, const csVector3 & start={...}, const csVector3 & end={...}, bool traverse_portals=true, csIntersectingTriangle & closest_tri={...}, csVector3 & closest_isect={...}, iMeshWrapper * * closest_mesh=0x0012f55c, iSector * * end_sector=0x00000000) Line 464 + 0x1c bytes C++
psclient.exe!psCamera::CalcCollisionPos(const csVector3 & pseudoTarget={...}, const csVector3 & pseudoPosition={...}, iSector * sector=0x26f03548) Line 1454 + 0x31 bytes C++
psclient.exe!psCamera::DoElasticPhysics(bool isElastic=true, const unsigned int elapsedTicks=56, const psCamera::CameraData & deltaIdeal={...}, iSector * sector=0x26f03548) Line 1487 C++
psclient.exe!psCamera::Draw() Line 691 C++
psclient.exe!psEngine::HandleEvent(iEvent & ev={...}) Line 861 C++
psclient.exe!psEngine::EventHandler::HandleEvent(iEvent & ev={...}) Line 229 C++
crystalspace-1.3-vc9_d.dll!csEventTree::Dispatch(iEvent & e={...}) Line 576 + 0x10 bytes C++
crystalspace-1.3-vc9_d.dll!csEventTree::Notify() Line 547 C++
crystalspace-1.3-vc9_d.dll!csEventQueue::Notify(const unsigned long & name=) Line 270 C++
crystalspace-1.3-vc9_d.dll!csEventQueue::iTypedFrameEventDispatcher::HandleEvent(iEvent & __formal={...}) Line 257 C++
crystalspace-1.3-vc9_d.dll!csEventTree::Dispatch(iEvent & e={...}) Line 576 + 0x10 bytes C++
crystalspace-1.3-vc9_d.dll!csEventTree::Notify() Line 547 C++
crystalspace-1.3-vc9_d.dll!csEventQueue::Notify(const unsigned long & name=) Line 270 C++
crystalspace-1.3-vc9_d.dll!csEventQueue::Process() Line 290 C++
crystalspace-1.3-vc9_d.dll!csDefaultRunLoop(iObjectRegistry * r=0x0133c430) Line 102 C++
psclient.exe!main(int argc=1, char * * argv=0x003f56a0) Line 1940 + 0xa bytes C++
psclient.exe!__tmainCRTStartup() Line 582 + 0x19 bytes C
psclient.exe!mainCRTStartup() Line 399 C
kernel32.dll!7c816fd7()
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Bug Report | 1834 | No | | Critical | Closed | William Barnes | | Dwarves position / moving / ghosts / invisible / traini ... | 06.07.2008 | | 7 |
Task Description
It appears that all the dwarven player characters are having some degree of problems with "ghosting" as it were. Im unsure if this is covered in another task or not.
Using a dwarf for a character, and a guild member, results in the basic scenerio here:
Dwarf can be moving and have another dwarf instantiate itself where the first is, or nearby… the new dwarf is not related normally (sometimes it is your own "ghost").
I can, say be on the map bdroad1… I can visually affirm being on that map, guild "memebers" tab shows me to be on same map.
Here is where it gets interesting. User can physically not move (no movement animation, no change in map, no movement keys pressed) and using the system tab on the communications window (in-game) repeatedly issue the /pos command, and see that their position is constantly changing, not only within the same map. but into other maps as well.
To trade/buy/pickup is problematic as items/(n)PCs physically standing next to each other on the same map. The jumping position of a dwarf makes it hard to target successfuly to complete these actions. Sometimes they are successful, sometimes the "not close enough" message is displayed, and sometimes it looks like the prefered "target" is selected, but the right-click in the targeting does not bring up any menus (as if the item/(N)PC isnt there or too far away or not there) Other players sometimes disappear on-screen as the client is rendering according to map and position, so Items, NPC's, and PC's can be there but not be there, or the reverse not be there, but be there.
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Feature Request | 5710 | No | User Interface | Medium | Closed | Trygve Wastvedt | | Toolbar default to full view | 25.12.2014 | | 7 |
Task Description
So this is mostly due to my own stupidity, but for the first two weeks of play I didn’t know about the shortcuts window because my toolbar was set to the compact view which only displays a few icons. Planeshift just got a lot cooler! I accept most of the blame, but maybe the UI could at least default to a more full toolbar display? That way at least features wouldn’t go unnoticed.
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Bug Report | 6228 | No | Engine | Medium | Closed | Erodare Lenizus | Ralph Campbell | Shift-Click-Split Broken | 05.04.2014 | | 7 |
Task Description
In 0.59 we could put a stack in a container, hold shift, and quickly left-click the stack to split singles into open slots of the container without moving the mouse and clicking on an empty slot.
Now in 0.6, that functionality is broken. One must now shift-left-click the stack, move the mouse to an open slot (may require scrolling) and left-click the empty slot to drop it.
The prior functionality is much preferred and faster, more accurate, and easier on the wrist.
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Feature Request | 264 | No | Game Balance | Low | Closed | graham hutchings | | Request Mental Stamina bonus when a result is obtained | 05.06.2021 | | 7 |
Task Description
Could we have a boost of mental stamina when you get a result from a tedious task. It would be good if, after mining without success for some time, that you get a mental boost when you find what you are looking for. This would represent the adrenaline rush when “You have found some gold ore!”
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Bug Report | 2446 | No | Movement | Critical | Closed | Marc Alexander | Mike Gist | Physical stamina drops way too quickly, not normal. | 24.07.2009 | | 6 |
Task Description
Recently, just a couple of days ago, I noticed my physical stamina dropping way to quickly. For instance, in one moment, stamina is at 65% and a second later it has dropped to 63%. Numbers are just being completely skipped.
I have 366 physical stamina, and an END of 80. My stamina goes from 100% to 0% in 1 minute, 15 seconds, which should not be happening. I have logged out and in numerous times. I have no active magic, and I’m only carrying 95 out of 135 weight.
When sitting, I regain stamina as normal, without any numbers being skipped when counting back up to 366.
Please look into this matter. I do not know if it is specific to me or others are having the same problem as well.
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Feature Request | 1632 | No | Crafting | High | Closed | nobody special | | Crafting books are incomprehensible | 20.05.2013 | | 6 |
Task Description
This is something I consider to be a very bad bug but set it to wish list if you do not agree. The way that the crafting books are laid out it is almost impossible to see what you need to do to complete a single crafter finished product. With weapon making you have to first scan through the list to find the "shape command" which tells you how many ingots/stock of which type you need to heat up and hammer for an alpha blade or handle. THen you have to scroll through and find the next step whatever it might be. This is completely counter-intuitive. If I want to make a short sword I would like the instructions to be all in one section about making short swords. At the very least I would like to be able to sort the lists based on final product desired.
Cooking is the same. You have the jobs listed by the action taken and so you need to consult several different sections just to discover that step 3 of 5 is beyond your ability. I can slice carrots and I can do something with grilled carrot but I cannot convert a carrot into a grilled carrot.
Sometimes it seems to me that the game is really some sort of alien psychology experiment and not what it purports to be.
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Feature Request | 3108 | No | User Interface | Medium | Closed | Yann | | Occupation tag | 03.10.2022 | | 6 |
Task Description
I think it would be useful for Gameplay to have the possibility to have some sort of a short tag describing what a character is currently doing if he is busy for a while. ie: A character is currently repairing an axe, standing in front of an anvil. It would be nice to be able to have a tag/tab, like speaking ones (perhaps with a special color and specific tab in GUI speaking panels), where we could write for surrounding people or approaching ones “/me is fixing the handle of an old rusty axe” It could help to have an idea to get in contact with people who are currently doing crafts or depicting themselves doing some special RP, or having to stay doing nothing else for a while. To be really efficient, this tag would appear for people closing by, even after you wrote it.
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Bug Report | 4497 | No | Game Balance | Medium | Closed | Minks | | Fish price inconsistency | 14.02.2013 | | 6 |
Task Description
All kinds of fish have the same price. (NPCs give 4 trias.) Yet, the description of crayfish reads “…extremely valuable…very rare and difficult to catch…“. Also, the description of trouts (”moderately rare”) suggests that they should be at least a little more pricey than ordinary fish and carp.
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Feature Request | 5366 | No | Game Balance | Medium | Closed | Jon | Venalan | Pterosaur ride to Eagle Bronze Doors? | 24.12.2014 | | 6 |
Task Description
Are there any plans to bring in a Pterosaur at the Eagle Bronze Doors? Maybe you could bring back Havris, who was reported missing in PS#3544, as the trainer.
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Feature Request | 5997 | No | Game Balance | Medium | Closed | Hirene Penifur | Davide Vescovini | Repairing skills | 24.12.2014 | | 6 |
Task Description
I’ve started to learn weapon and armor repairing to test the skills. I’ve spent 1 074 340 for kits and training prices and 3 500 000 on buying 1000 knives to reach at level 80 in weapon repairing. I’ve spent 1 060 410 for kits and training prices and a lot of furs I bought or hunted and made leather armors from them to reach at level 83 in armor repairing.
When I’ve offered my services to the guild, they told me, nah, they don’t need it, it’s easier to make a new weapon and it gets better quality too :)
It seems, the prices of the repairing kits are just too high. I suggest to lower them, just like it has happened to the Water Filled Buckets (from 140 tria to 10 tria).
When you were able to repair an item to maximum quality it was bad for the crafters. But when the maximum quality has been set to max-2, and the weapons and armors got wearing down much slower, that made the repairing skills almost useless. Hard to find a balance. I was thinking on what if a weapon repairing skill would be able to remove Ruined, Scruffy, Scuffed, Stained and Tattered properties from looted weapons? That would make it a bit more useful and an intresting feature.
Also, I think it would worth to think about restoring the repairing skill back to be able to repair things to closer their maximum quality or even better, at least under a certain quality. It’s realistic that a dull knife you gave to a smith could be get even better than it was. It would make the repairing skills more useful and worth to train.
Let’s say you could be able (from a certain level in repairing) to repair items from 300 to 299. To repair items under Q50 back to Q50. And you would be able to repair Q50 items up to Q100 depending on your level in repairing. (enchanting repairing, to make an average item to better one).
Summary: We would need to find something out to make repairing skills worthy.
Ideas: - Lowering the prices of repairing kits to 10 tria. - Weapon repairing skill would be able to remove Ruined, Scruffy, Scuffed, Stained and Tattered properties from looted weapons. - By a certain rule you would be able to raise the quality of the items up to a certain quality only. - Changing the quality loss per repairs from minimum 2 points to 1 point.
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