PlaneShift

Task TypeIDPrivateCategorySeverityStatusOpened byAssigned To  ascSummaryLast Edited[[changedby]]
Bug Report7928NoModels and MapsHighFixed pending releaseDaevaornPCs can get locked into the Ash Brotherhood Lair17.03.2024 Task Description

A server crash happened while I was inside the Ash Brotherhood Lair.

On restart the stone in the doorway had been reset in its closed position, and I was effectively trapped inside, without a way of triggering the mechanism to re-open the passageway.

There should be a second trigger/gear/switch on the iside.

Bug Report7935NoModels and MapsHighFixed pending releaseDaevaornTrapped in the Dwarven Fortress17.03.20241 Task Description

I am now trapped in the entrance area of the Dwarven Fortress for the second time in 24 hours. The door of the cell that gives access to the lower levels closed on its own while I was inside and there seems to be no way of opening it from the inside.

Feature Request8013NoCombatLowFixed pending releaseTrippedOnReality/EnarelAdd Loot window to "E" key when standing in range of a ...24.03.20241 Task Description

Sometimes targeting certain npcs after they’ve died can be trick/frustrating (particularly rogues/cutthroats etc after die animation). It would be nice if you’re in range of a dead npc and you press the “E” key, that it would either open the loot window automatically (instead of opening the dialogue window or doing nothing, depending on npc type) or open the context menu with the loot option (which already exists, it’s just on right click only which is slightly annoying because I frequently lose target on the dead npc when right clicking or navigating to the NPC’s body if I’m farther away).

Bug Report7838NoQuestsMediumReady to testUadjetThe Arrivals quest cannot be completed19.03.202411 Task Description

The quest has a number of triggers that must be completed in order to progress that do not appear to be working in Unreal. The three I’ve found are:

1) Proximity to the rock with the action location that moves players into the cave,

2) Use of a cog/mechanism, moving one of the rocks, and

3) Solving the door puzzle and entering the small room.

I’m not sure if these are supposed to complete steps that are not sequential with the immediately previous steps, or if they are meant to set variables, but either way they don’t seem to be doing the job. Talking to Raithen gives no sign that you’ve completed any of these tasks, even if you’ve done them all.

I can get players past this by setting a later step manually, but given the (suspected) use of variables or non-sequential steps, it seems likely I’ll just mess things up for them.

Bug Report7894NoQuestsMediumReady to testDaevaorn"Beer Tasting Event" quest cannot be taken up09.03.20246 Task Description

The quest “Beer Tasting Event” (that I understand is the one to start into the Brewing skill) is not working as intended.

OBSERVED:
~~~~~~~~~

When I initiate the quest dialog in the interaction menu with a double click on the option
“You brew ales and beers I see, and smell.”

the quest master replies with the generic
“Looks like you are in search of fame and honour. Unfortunately I have not tasks to help you in that.”

The quest is not taken up accordingly.

EXPECTED:
~~~~~~~~~

The quest dialogue should be properly initiated and a quest log entry should appear after that.

Bug Report7921NoInventory/ItemsVery LowReady to testStalfosCompleting Levrus Rat Eye lets you pick from 2 identica...13.03.20241 Task Description

You may pick Energy Glyph or Energy Glyph. And it should be Levrus’ Rat Eyes

Bug Report7923NoGUILowReady to testDaevaornWar pick lacking icon09.03.20245 Task Description

There is no 2d art / icon to represent a “War Pick” in game.
Inventory cells containing one are not discernable from empty slots.

Bug Report7925NoGUILowReady to testRykiaTwo Crystal Way Spells now have the same shortcut icon13.03.20241 Task Description

The following Crystal Way spells have the same shortcut icon.
Blessed Litany
Prayer

Bug Report7933NoModels and MapsLowReady to testDaevaornDark Rogue hideout hard to access; broken door inside12.03.20242 Task Description

Entering the doorway to the Dark Rogue hideout in the Abandoned Mine is nigh impossible. I had to crouch-roll several times to go past the doorway. (The other direction, out, works smoothly)

The wooden door to the little chamber behind the hideout is no longer clickable. /ability detect secrets didn’t do anything obvious either.

Bug Report7945NoBugtrackerLowReady to testDaevaornHard to leave the winch, portal too small to find12.03.20242 Task Description

If inside the Winch quarter in Hydlaa it is difficult to leave towards Plaza.

The right-clickable portal area on the gate encompasses only a small part of the door around knee height. This used to be as big as the entire door and should be again.

Bug Report7977NoNPCLowReady to testDaevaornOnyx Dagger members in the Hydlaa Sewers' column hall n...18.03.20241 Task Description

The four Onyx Dagger members who share the hall with two Grendols do not respawn once killed.

Bug Report7988NoBugtrackerLowReady to testArireareLori's Little Delivery missing information08.01.20241 Task Description

in the quest Lori’s Little Delivery you are sent to the plaza to get a number on the fountain, there is nothing on the fountain to inspect to get the number for Lori

Bug Report7993NoQuestsMediumReady to testDaevaornDialog option broken in "Repentance" / Keen Edge chain ...11.03.20241 Task Description

The quest option advised by Sharven (”[…] HE has decided […]”) is correctly presented by the interaction menu,

but on selection it is not recognised by Roniston (”[…] You could ask me to tell you about something, perhaps?”)

Quest progression is thereby blocked the Keen Edge chain broken again (after yesterday’s fix of “Slimy Doubt”).

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

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

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

Bug Report918NoEngineMediumAssigneddurwynRepair - Switching weapons27.02.20218 Task Description

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

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

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

hope to be clear :p

Bug Report7502NoPetsLowAssignedDamolapet only follows once each time after having been told ...17.11.20222 Task Description

Pet follows properly after summoning or after telling it to follow. Whenever Damola moves the pet follows.

However once I told it not to follow anymore, whenever I tell it follow again, it follows to the current location of Damola, but does not continue following. I.e. it only follows one time and not until told otherwise. But only after having been told not to follow once.

Bug Report7551NoGUILowAssignedTrippedOnReality/EnarelMail GUI01.04.20232 Task Description

The mail window at the pterosaur fast travel npcs has item slots that extend outside the minimum extent of the mail window.

Feature Request1600NoEngineLowProspect Tasknobody specialDoor knocking26.02.201071 Task Description

I would like to have a Knock button added to guild house door context menu that would allow people to signal anyone inside that they have a visitor. THe knock command will send a “someone is knocking at the door” message to everyone inside. This could be used regardless of whether the door is locked.

It would certainly enhance role play regarding the guild houses.

Feature Request2070NoUser InterfaceLowProspect TaskCaarrieability to search by name for /item window24.01.20108 Task Description

the gm /item window has many items listed in it, it would be much easier if you could just type the name of the item needed and it would show you the 3d mesh and the icon as if you had found it in the catagory selection section. this is very helpful for trying to see what something looks like without having to spawn it. as more and more items start to be added to laanx less and less people will be able to use the /item window to find items and will use /item <name> instead but that is a waste if they just want to view an item and have no use for it.

Feature Request2436NoUser InterfaceLowProspect TaskMrokiiAn obvious way to show a player's away/sleeping status28.06.202264 Task Description

I have often experienced that people come close to my character, trying to interact with me without trying to use tell. So they do not get that I am actually away, they may just assume that I am or (in the worst case) think I am rude because I am ignoring them. So what is needed is a way to show another character the own away and-/or sleep-status. Though I am not quite sure which would be the best way to do so.

Here are some possibilities:
- add “away” or “sleeping” to the players label when one moves the mouse over another character
- This status should be shown always, no matter if the user has activated the display of name or name/guild in options. Or at least there should be an own setting for it, in case somebody absolutely do not want to know about this status.
- To make it a bit more icly, don’t separate between “sleeping” (activated via “/sleep”) and “away”. In both cases use “sleeping” as a players status.
- A possible extension could be to set auto-sleeping like on irc. Say, the user hasn’t done anything for half an hour, he is automatically set to “sleep”-status.

I think this would help to avoid confusion like what I described above.

Related to FS#2667

Feature Request2521NoLowProspect TaskEricOption to allow assistance in PvE without grouping28.07.20092 Task Description

I know this is around for some reason, but I think an option to turn this on and off would be better, as it does more bad than good, especially for roleplay. I was talking with someone new in the dungeon, next to an aggressive rogue which I just killed. When the rogue respawned, he went after the new player, and began pummeling him. I tried to intervene and “save” him, but couldn’t attack the rogue because of some magical red letter barrier yelling “I must be grouped with the player to attack”. I eventually tried to heal him, but wasn’t fast enough and he died while I stood there watching helplessly. Next time I’ll start with healing them, instead of trying to attack, group and communicate with the player as they are being attacked.

I’m not sure how many people go out there and try to “steal” other people’s monsters, but this is seriously annoying and unrealistic in the grand scheme of things. This has happened many times and has been tough to try to “save” anyone, so I thought an option to turn on and off to allow players to hoard monsters for themselves or share if they get into trouble. I suggest as a default, it should be allowable for new players. Delete this if it is a repost, couldn’t find anything on it.

Thanks!

Feature Request2532NoLowProspect TaskORead, unread, and updated books26.12.200921 Task Description

I don’t spend my life in Jayose’s library. However, once in a while, I would go there and spend a couple of hours reading, looking for new books, sometimes refreshing my memory with older ones.

It would be nice if there was a way to quickly spot a book that one has already read. Maybe a (read) or (unread) mark after the title, or just a different colour for the title font, anything as see fit. A “read” flag would be set as soon as the book is open, to keep it simple, and of course it is the player’s responsibility to read the content. Ok, so far, you can tell me that it’s up to me to remember if I read something or not; even when hundreds of volumes will be available; yes, but…

It gets useful when a book is updated. If I do remember that I read a specific book, well, I’ll probably won’t read it again. Meanwhile, words may have been changed inside, following the inconsistencies hunt, world development, whatever… So, if all statuses are set back to “unread” for all players after a change (or from “read” to “updated” if you want to be more precise), we’ll know that we’d better read it again.

It can be a bit heavy on the database (flagging each book for each player), but at least it’s technically simple. Not to mention other uses you could come up with (quest requisites, statistics for the setting team, etc.)

Also, as Tontow suggested, the info can be stored on the client side instead of a database. To not lose the functionality of the “updated” flag, which is set on the server side, a last updated timestamp for each book is all that is needed on the server. Client side, the log starts empty (no book read). When opening a book, the log is updated (each time) with the book id (its name, I suppose) and the opening timestamp (server time, easier than GMT). When examining a shelf, books are marked according to the log info; thus, if the latest opening date is earlier than the book’s server timestamp, it appears as “updated”.

(Wish list reference: http://hydlaa.com/smf/index.php?topic=34222.0)

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 Request705NoLowNewCaarriemore options with /morph03.03.20096 Task Description

feature request to have more options to morph to. GMs are not able to change face when they morph or any other option in character creation.

skin
hair
face
etc

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 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 Request1135NoUser InterfaceLowNewLoyniuse /tell with alias names05.07.20092 Task Description

It would be nice to use alias names from buddy list for /tell command.
e.g name: full_char_name, alias: Loyni.
/tell Loyni [text] could be translated itnernally to
/tell full_char_name [taxt].

Feature Request1506NoCombatLowNewThomNon-lethal guild wars.24.01.201010 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.

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 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 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 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).

Bug Report2132NoInventory/ItemsLowNewThom/giveitem and /takeitem "all" parameter only works on s...13.03.20104 Task Description

If you have 20 eggs in your inventory, split up in a stack of 19 and 1 separate, /giveitem Test all egg will only give the target 1 egg. You have to stack all eggs together for the command to work.

This also means that if a character has 3 swords stolen via an exploit, and a GM would use /takeitem Cheater all sword, only the stacks would be taken. So if the cheater had 2 swords in a stack and 1 separate, he would keep the separate sword.

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 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 Request2319NoLowNewAuto-Create Key For Lockable Container01.10.20082 Task Description

When using /item to create a lockable container, also create a key automatically and place it in the container.

At the every least, just create the (master?) key and put it in the new container.

More complex would be to alter the dialog to allow input of how many keys (in addition to master?) to auto-create.

Feature Request2349NoEngineLowNewInstallation Shortcuts19.04.20104 Task Description

Since players rely heavily on log files, and since some files like saved books and screenshots are created by the client in various folders, could the installation package please create shortcuts to these folders in the start menu on windows, and whatever the equivelant is on other platforms? Would certainly make it easier for players to find them when they need them.

Also either set the psupdater shortcut to include the CheckIntegrity flag as default or create a second one with that flag.

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 Request2631NoMovementMediumNewElvors AmenorasRunning up slopes should be more taxing26.03.20091 Task Description

I consider it unrealistic how terrain is (not) interacting with movement.

As far as I know, in real life, every meter up is as taxing as ten meters across. (The factor of 10 is from a schoolbok, it might be a good idea to verify this from a professional source.)
Going downwards requires concentration to avoid slipping and falling, and a surprisingly large amount of strength to absorb the shock from “falling” the height would lose with every step. (Walk down 250 metres of a moderately steep slope with a backpack on your shoulders and you’ll know what I mean.)

In terms of game mechanics, this would mean:
* When running upwards, the speed should decrease and stamina loss should increase, and the cumulative effect of these two changes should be drastic. It’s possible to trade one change for the other: keeping the speed unchanged and massively increasing stamina loss would force players to rest, keeping the stamina loss constant would call for a massive speed reduction. However, I think it should be a little of both since that causes interesting effects (see below under “game experience”).
* When walking downwards, there should be no stamina loss (you can make the physics work for you), and you should be faster, but you lose mental stamina. The less your mental stamina is, the higher the probability of slipping and falling. If you fall on a too-steep slope, you continue skidding. Falling should do damage that’s proportional to the total weight (character + load), blunt damage (not much help from armor); skidding should do damage-over-time, armor protecting fully (essentially this is abrasive damage, which is similar to slash - but don’t give characters armor training from that).

In terms of game experience, this would mean:
* Getting up on a slope is a time-consuming experience, and almost never worth avoiding the walk around the hill. People will stay on the paths in the valleys. This will cause more interaction between normal travellers (and make Cutthroat Lane work better for the Cutthroads, too). It will also make people who leave the road more likely to remain undetected.
* The Settings team can make NPCs less accessible and less likely to be found by placing them on a hilltop, or in a valley behind mountain pass.
* Players with maxed stats have less issues with upward slopes than newbies, but they will still avoid slopes unless they have reason to.
* Hilltops will become a tactical advantage. An attacker will need far more time to reach a defender on the top, and expose himself to ranged combat for a longer time. (Take this into consideration when reducing the effectiveness of long-range combat spells; ideally, a mage would win against a fighter from a hilltop, and lose against a fighter on even ground.)
* Hilltops also become a bit of a trap. Defenders forced to flee from a hilltop risk falling and getting overwhelmed.
* Pursuing down a hilltop is problematic due to risk of falling. Defenders might want to hide a pursuit team in a nearby valley that’s near the height of the route of the attackers, though that would force them to split up forces. Decisions, decisions… which means tactical variation, which is a Good Thing when it comes to making the combat aspects of the game interesting :)
* Reaching the Eagle Bronze Doors takes a lot of time already, making them even less reachable will no doubt make many players very unhappy. An alchemist that sells stamina regeneration potions at the bottom of the path up would help with that.

Just my 5 cents :)
(and no, I don’t expect this to be implemented anytime soon :D )

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 Request2658NoInventory/ItemsMediumNewgiveitem command for players26.03.20092 Task Description

Syntax: /giveitem [PlayerName] [Qty|All] <ItemName> [Any]

  • Playername is optional, otherwise default to selected target, fail if none selected
  • Quantity is optional, default to 1, All gives all in inventory/equipped
  • ItemName required, quotes needed for multi-word item names as in “Platinum Ore”
  • Any is optional, allows items in containers to be given. Omitting this protects containered items from being given accidentally, allowing players to put things in sacks or other containers that they want to keep safe, same as the Drop command.

Similar to GM giveitem, but with the following restrictions:

  • player and target must be in touch range
  • player and target may be sitting or standing
  • player and target must not be otherwise busy (fighting/crafting/repairing/etc.)
  • no restriction for target being overburdened (available slot/stack/capacity limits still apply, see Caveats below)
  • similar to PVP, players should have persistent selectable option for receiving given item(s): Always Accept / Prompt to Accept (default) / Never Accept

Along with the command, make Give an option to context menu, which opens a slot window same or similar to that which one gets when giving to an NPC.

Justification:

  • Smoother and faster RP (P1 gives P2 a beer)
  • Merchant assistant holding extra inventory gives things to merchant for a sale

Caveats:

  • Makes using mules a little easier, as in an unattended mule with Always Accept can become a dump bucket for loot or Ore, however current trade rules allow this already, the only difference is that the mule must be attended to complete the trade, while not for receiving a Give. Eventual random spawns of monsters will mitigate this for loot, and miners still have to move all the collected ore to wherever it is to be processed or sold. IMHO the benefits to RP outweigh this issue, since miners have already worked around unattended trading to some degree, either by mAlting or dropping stacks while guarding in proximity.

Extending the idea, add a die-roll chance for target and near proximity observers to be made aware of the exchange. Giver’s Int. and Agility should apply, and Target’s Int. and Observer’s Int. should apply but I’ll leave it to devs to work out how to implement. Any exchange that is more than 1 single item should incrementally raise the chance of being observed. One might still have a good chance of slipping a couple daggers into someone’s pack, but a stack of 20 Ore would be nearly impossible not to notice. Sleeping target might also factor in.

A further extension might be an optional Sneak parameter whereby the Giver attempts to be especially discrete in the exchange, thus lowering the chance to be observed by the target or near proximity observers, but this should be mitigated by quantity as above.

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 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 Request2767NoUser InterfaceMediumNewAndySaving throw commands for Roleplay20.02.20091 Task Description

Saving throw commands for Roleplay

Example:

/dodge

ROLL =< AGI results in “[player] dodges.” ROLL > AGI results in “[player] does not dodge.”

/jump

ROLL =< AGI results in “[player] makes jump.” ROLL > AGI results in “[player] misses jump.”

/sing

ROLL =< CHA results in “[player] sings a lovely song.” ROLL > CHA results in “[player] lets out an awful screech!”

ROLL = random(200)

Might also be expressed like…

/saving agi dodge dodges|does not dodge
/saving agi jump makes jump|misses jump
/saving cha sing sings a lovely song|lets out an awful screech!

Variations on this are almost endless and could apply to any stat or skill. Saving throw commands are designed to be used by a single player, with the results shown in the channel originating the command.

Feature Request2778NoQuests DynamicsLowNewweltallGroup Quests01.04.20101 Task Description

This is an entirely new class of quests where the person or persons who originally get the quest are asked to form a group to solve some more complicated task or martial challenge. Once the quest is completed each member can then “turn it in” or go to the originating NPC for a reward. Unlike shared quests, it will be impossible to finish grouped quests without the aid of other players. This is intended to promote teamwork and to give a more deep and realistic experience to players.

Feature Request2951NoGM SystemMediumNewA. Kiefner/petition improvements28.06.20221 Task Description

1. Ability to teleport to the player from the petition window
2. Player side: /petition should open the petition window with a short introducing text (in another text window?) how to use the petitions (not to post wishlist items there, how to use (possible) categories..)
3. There should be a drop-down menu for selecting a category [Not Specified; Movement; Bugreport; Name; Event; Harassment; Quest; Miscellaneous] to classify the report. This could be used for statistical purposes post-process as well.
4. A button to mark the petition as URGENT which will add a parseable <star><star> URGENT<star><star> (<star> = *)to the header of the petition so our post-processing tools (aka gmbot) can forward/poke outside the game. (This is important!)
5. Before the petition is finished there should be a preview to check everything again, to make last changes.
6. As long as the petition is unassigned the button shows “claim”, once claimed the button shows “release” to unassign the petition again.

Request from  FS#3092 :

“In the GM petition window, there should be a button ‘Guidelines for petitioning’ and when you click it, it gives just that. Guidelines for petitioning.

I recently filed a petition and didn’t know what to include, what was superfluous, whether it was too long winded or not, etc.”

Request from  FS#3101 :

“We need enhanced petition system to allow adding several notes and note titles, as well as ability to review closed petitions.
The ability to add several notes to a petition would also help us handle an issue, then log off, but leave notes for other GM’s to review what we have done and pick up / complete.”

Feature Request3081NoGM SystemVery LowNewRizinTeleport Mod (Or Event)28.06.20221 Task Description

Possible addition of the ability to teleport all PC’s enrolled in an event at once to avoid accidentally grabbing a passer by with the area option.

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.

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