PlaneShift

Task TypeIDPrivateCategorySeverityStatusOpened byAssigned ToSummaryLast Edited[[changedby]]  desc
Bug Report6512NoCombatMediumUnconfirmedxolaflame spire07.08.20143 Task Description

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

Feature 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 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 Request6182NoTraining & SkillsMediumUnconfirmedAdamStats And Skills Menu (Skills Not Yet Implemented Color...11.10.20132 Task Description

Many Skills are NOT yet implemented, which is perfectly understandable.

Please kindly HIGHLIGHT with another color (representing NOT YET IMPLEMENTED) which skills have NOT been worked on yet.

This will greatly help ALL players know which ones are full completed and which ones are not, especially NEW PLAYERS who won't waste time trying to figure out what has not been worked on yet.

Recommended Color: Bright Purple (easy to see and readable)

Bug Report6373NoModels and MapsLowNewAdamGuild Keys 3D art shows as a pouch bag02.04.20142 Task Description

At the moment the guild key does NOT show up as a key when a character is holding it.
It shows up as a pouch bag.
Please kindly switch the image for a actual gold key just like shown in inventory.

Feature Request6377NoCharactersMediumUnconfirmedAdamCharacter Creation: Yilan Female Model04.04.20142 Task Description

Curious when the Yilan attractive, skinny feminine model of the Yilan class will be coming out?

I have decided that I will start a NEW character permanently when it comes put.
I would like to take the 4 years of learned game time and efficiently develop this new character.

If you can base the model to look something like the combo:
1.) Feminine female Northrir
2.) Feminine looking male Lemur

…………. I would be greatly pleased. Perhaps a little bit more swagger in the hips or a little bit more bounce (if you know what I mean).

Question: Who actually is working on these models?

Bug Report4692NoPetsMediumNewAljuvialleAnders Reggestadcan't move after unmount pet09.04.20132 Task Description

after you'd exhausted to move while riding, and you've unmounted and dismissed your pet, you can't move until client restart.

How to reproduce:
1. mount your pet
2. ride on it while you exhausted to move
3. run shortcut:

/unmount
/pet ID, dismiss

4. you see your physical stamina is full and you can't sit or move anywhere.

PS: if you is not exhausted to move, this bug not occurs.

Feature Request6037NoRulesLowAssignedDaevaornDavide VescoviniInconsistency - Harvesting apples29.07.20132 Task Description

After showing a newbie how to mine and harvest, they approached me the other day saying that they tried to harvest apples around the smithy but failed to apply what I taught them the day before.

It's probably for the fact that apples and their location are far older than the harvesting system s a whole, that I never thought about that before. And that apparently no one else has thought of including apples when setting up the harvesting areas?

I think one should be able to harvest apples just as all the other plants and fruits. If only for matters of consistency.

(I hope the area "Rules" is about right, please re-tag if inappropriate)

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 Report7996NoCrafting TransformationsLowUnconfirmedDaevaornMixing "Terevan Wine Sauce" and "Mixed Pungent Tuber Ma...14.01.20242 Task Description

For a while I have been trying and failed ot make Octarch’s delight and Lionfish Souflee.

In both cases the mixing in a wooden bowl didn’t work.

The new crafting interface now shows that there is baking skill required in both cases which doesn’t make sense given the tool set or the recipe book involved
.

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 Report6341NoCombatMediumUnconfirmedDan JohnsonDark Rogue Bug28.03.20142 Task Description

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

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

Feature Request6081NoSpell FormulasLowUnconfirmedDavide VescoviniDavide VescoviniTuathanachList of Spell feature requests01.04.20142 Task Description

This task collects the spell feature requests.

Bug Report6298NoPetsMediumAssignedDavide VescoviniAnders ReggestadSome Pets commands don't work01.01.20142 Task Description

I've just tested some Pet commands (by using a summoned familiar) and the following commands don't seem to reach the familiar NPC:
/pet [name,] assist
/pet [name,] guard
/pet [name,] run
/pet [name,] walk

Please note the Minion behaviour used for pets is using almost the same data in SVN. The steps I used to replicate the bug:
1. summoned a familiar
2. issue a command /pet [name,] follow/stopattack/stay/run/walk
3. use the /info command to know the last perceived command.

When reaching step 3 the info command should show something like that:
(12:08:36) [System] >Last perception: ownercmd:stopattack
instead for the above commands an error message is outputted (just like the command was wrongly typed or isn't recognized).

By using the percept command on the NPC like /percept ownercmd:run the behaviour is correctly run and works as expected.

Also please note that assist/guard commands appear in the help.xml file while the new run/walk don't.

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 Request5325NoInventory/ItemsMediumUnconfirmedEnio ArdaBuyback option for last sold item(s) to NPC15.07.201124 Task Description

I would like to have the option to buy back item(s) i sold to a npc as precaution for accidental sales.
Its a common feature in other games and would fit PS very well too.

Questions for implementation:
- Should the list be global or npc specific? (buyback only where you sold it)
I tend to make it npc specific as it makes sense and would prevent abuse (e.g. for transportation).

- Add a timer how long the buyback of a sold item is aviable? Its probably easier to add and lighter on ressources to keep a fixed global item amount then adding a timer.

- How many items should be stored to be aviable to buy back? In my opinion a global maximum of 10.

- Should there be an additional fee for buying an already sold item back? I’d say it would make sense. The NPC-buy price of the particular item could be used, since the calculation is already implemented.

- How does it fit into the UI? It could be added in the BUY-from-npc list of the particular NPC. It would only show up when there is something aviable to buy back, similar to how the SELL-to-npc list handles it now.

Any thoughts or ideas?

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 Request6222NoMagic SystemMediumUnconfirmedErodare LenizusDial Down Magic Power18.11.20132 Task Description

Objective: Let mages dial down the power to suit their needs of the moment, and accordingly the mana cost, time to cast, improved success chance.

The /cast command should accept power values from -99 to +99

The power slider should center at zero and sliding left should dial down to -99 and sliding right should dial up to +99

Perhaps -50 to +50 would work better?

Perhaps practice and experience should be dialed down accordingly as well?

Bug Report6239NoSoundMediumUnconfirmedErodare LenizusElectrotouch Sound Is Unpleasant03.04.20142 Task Description

Perhaps it's just me, but while Electrotouch is in effect there's a constant grating buzzing sound that just hurts like nails on a chalkboard.

Feature Request2867NoGUILowAssignedFiribanJoe LyonDisplay tabs only when neccessary22.09.20142 Task Description

Hi,
to make the interface less confusing, please let the chat window have the “Guild” and “Group” tabs only when the character is in a guild or group. Or at least make hiding these tabs an optional feature.

This would also make it possible to add an alliance chat tab to the chat window without bloating it for the people who are not in an alliance. see my FR #2688 for this.

Feature Request5551NoWebtoolsMediumUnconfirmedFrantaVersion info in server status page28.02.20122 Task Description

Could it be possible to add server version info (and possibly aso recommended/required minimal client version) to the server status page, i.e. to http://planeshift.zeroping.it/index.php?page=about_page for zeroping server? It could help to determine easily whether the update is required/recommended without need to start pslaunch when you don't use it to load the client.

Bug Report7446NoBugtrackerVery LowNewGongerGuards! Guards!13.01.20232 Task Description

Two problems with guards:
They do not complain about characters with wielded weapons.
They do not let creatures enter the city! ;-)

Bug Report5524NoEngineMediumNewGregCouple Of Small problems to be corrected? Knollege Req...12.06.20122 Task Description

I have noticed a few things that are Incorrect, not sure If anyone commented on them, Or If they are In Progress. I will jot them down all in one Report so not to make several reports…

1. The “Cone” On the Energy Arrow Is faced in one direction As in the visual effect right after the energy arrow hits the target (Im sure im not the only one who see’s this wrong?)
2. When Dropping Stacks Of Items Like Pants There is an extra “ES” at the end. Alot Of Items Have The Extra “ES” at the end, that should not be there.

I Had A couple Questions and Requests :)
1. Someway to Turn off the red dropping notifications like.>”You are to far away to attack” and ““**” Has nothing to be looted”. maybe a way to just have it in the system tab.(Asked in help tab, unknown, If someone knows how please tell me lol, thanks!)
2. An NPC Or something In Game That could tell you detailed Information about weapons/quest items and things of that nature, (I have seen the Book in the musium, but I haven’t really studied it yet, and maybe incomplete?)

  It would be really cool if you could go to an npc and hand them what you found, have them give you 2 lines about the sword and what it does. Or even a book from a quest where you can i.d it, have it unidentified untill you take it to an npc and pay them a really small fee to i.d it. (Not complaining at all but I have kept all of my named items I have looted since I have started playing. they are awsome! :D But I want to organize :) please? :D I want to sell them but I dont want to sell something for 10,000 and find out that it was really special. haha with my Inventory im sure I could write the book!

If you want to comment on this aswell, up to you. I will be blunt to the point:
I have seen leather working Implimented But Famiel Is the one and only charature I will have. But He is Forbidden to work with Furs/Hides other then looting for sale. he wants to start making his own armor, so I ask/Hope there is a way to bypass leather armor and make Medium/Heavy Arms/Boots/Gloves when it gets implimented
Thank You For Your Time :)

Bug Report7487NoQuestsLowCould not VerifyHaviland TenouriBroken Quest "Get a Performance" (Roya)24.09.20222 Task Description

After getting the quest from Roya go to Brado and tell him “You might find this useful to you.”. He will not answer (or rather the anwser is empty) and you can not continue the quest.

Bug Report7512NoBugtrackerLowNewHaviland Tenourican not attack without a weapon14.01.20232 Task Description

When trying to attack it says “You have no weapons equipped!”

Feature Request6027NoInventory/ItemsMediumUnconfirmedHirene PenifurDisplaying Quality of the stored items in storage windo...14.06.20132 Task Description

I think it would be nice to see the actual quality of the stored items too in the storage.

Now, you can see the amount, the price and the name of the item.
Sometimes with lot of similar items but with different qualities, it could help you to chose what you need.
At the moment, you need to click on each same named item stacks to see what you need.

I know it would reduce the maximum number of the storable items per category, but considering the long names of looted items, I think this 8 bytes wouldn’t make big difference.

Feature Request6029NoCraftingLowNewHirene PenifurNew skill: creating magical scrolls19.08.202226 Task Description

I think it would be nice if mages would be able to make magic scrolls, on the same patterns as you can enchant gems, you could enchant a paper by spells.

Then anyone could use that scroll to cast magic without magical knowledge, so a crafter or fighter character could use identifing, healing or other type of spells.
The power of the spell and the duration would depend on the quality of the scroll, and that on the way level of the mage who created it.

Scroll would be crafted from papers on the same way as you make enchanted crystals from gems.
It could use an ‘intermediate object’ or multiple glyph enchanting on a single paper would do it too.
For example, if a spell is a 3 glyph combination then the crafter would need to use those 3 glyphs (in the right order?) to apply the spell on the scroll.

Using the scrolls would work through the /use command.
/use Scroll of Healing Flash
/use Scroll of Analyze Dweomer
/use Scroll of Fist of the Volcano

The script should consider what is targeted, if an item is targeted, you could use identifing, if a mob or player has been targeted you could use the spell on the target too for attacking or buffing.
You also would be able to cast spells on other players that are only allowed now to cast on yourself like Dome of Perfection.

I already discussed it with weltall, who doesn’t see technical limitations in implementation yet.

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

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

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

Feature Request6043NoEngineMediumUnconfirmedJThompsonEditing books- hitting OK closes the book07.07.201322 Task Description

When you are editing a book and you hit OK to indicate you are finished it closes the book altogether, so you have to reopen the book to see the changes. Since formatting can take quite a bit of trial and error, it quickly becomes annoying to constantly have to reopen the book. With music and maps, when you finish editing you simply click the Edit icon again and it exits Edit mode, leaving the music/map open. It would be nice if books worked the same way.

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

1) Ctrl-drag an item or use a shortcut bound to Ctrl-something
2) Note that your run toggle state just changed. :P

Using Ctrl or Shift as a modifier should “lock out” the functions bound to these keys by themselves.

Bug Report5386NoCombatMediumNewKaerli StronwylleRange of combat messages is FAR too short08.07.20162 Task Description

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

Bug Report7566NoCombatLowCould not VerifyKiFunStuSPVP casting errors14.01.20232 Task Description

I am not entirely sure on how this bug is best described.
as the duel system is not releasing the duel flag currently.

But I think while the main duel is active you cannot charge cast a spell using the hotkeys against your opponent while in the default navigation mode.

but you can cast charged spells using the hot keys after pressing TAB and entering combat mode.

I will retest this bug after the duel flag bug has been resolved.

Bug Report7571NoMagic SystemLowNewKiFunStuSPrayer14.01.20232 Task Description

when I casted Prayer.

it reapeats the following for each target affected
you sing a prayer,healing everyone who can hear you for 176 points

the spell blessed litany lists all the players affected
you sing a litany, healing %player for XX points and XX stamina

This happens also in Legacy.

Bug Report7605NoCombatLowNewKiFunStuSOnyx Dagger03.02.20232 Task Description

attack onyx dagger

NPC chat tab spammed with Stares coldy at me
and
attacks me with defensive stance

it did manage to cast a spall that that says
Onyx Dagger drains your mental abilities

it has a residual magic effect on the ground that remained after it died
and still on the ground after it respawned

Feature Request7631NoGUILowUnconfirmedKiFunStuSBag Lockers30.12.20222 Task Description

Having a limited number of storage locations for sacks would be a really nice feature.

It would make it much easier for people to sort out their equipment without having to carry it everywhere.

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].

Bug Report4771NoQuestsVery LowAssignedLuzinodrJackInconsistent use of you/ye in Lorytia's Clan quest09.07.20112 Task Description

In the quest Lorytia Starhammer and the Clan reunion Lorytia mostly uses "ye" instead of "you". But the use is not consistent throughout the quest. You'd think that if she regularly says "ye" she'd not switch to "you" for a sentence or two in between, sometimes even switching back and forth within one sentence.

f.e.:
"That is very kind; I thank you. Here is the note: just tell him I sent you."

"Oh, I am sorry, you are still here… do you want to hear what happened?"

"I know ye worked very hard on your piece for the competition and you should have won. I take full responsibility for shortchanging you on the scores."

"He may have some means to get them prepared for you, but ye might make your journey faster if you have them on hand."


There might be more later in the quest, but I'm not done yet.

Bug Report7319NoCombatLowUnconfirmedmarcelnew character attacks ulbernauts no one damages anyone24.10.20212 Task Description

I loaded up as a new Ylian and started with 0 tria, empty inventory…

chatted to a few npcs harnquist , apples… there were no apples(probably had to wait for spawn) , science guy…

then chatted to guards at gate and row over dagger, they gave me a dagger i cant equip…

went to find some ulbers to look at animation.

Bug:the Ulbernaut is attacking me but cant seem do anything to me..

also the pop up chat text pops up all the time in it’s face… ‘is attack, thinks ur weak’

messages all the time right in front of the face…

so now they chase me around and cant damage me…

when it cast stones… there is no effect or spell or animation(that one is prob for me to solve)

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

Quest: Kilas wants his abacus back

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

vs.

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

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

Bug Report5632NoMovementMediumUnconfirmedMario RohkrämerNPC Dialog stops your motion14.05.20122 Task Description

If the new “NPC DIalog” is enabled, and you have an NPC targeted (possibly from an earlier quest dialog), you suddenly stop if you move far enough away from this NPC.

Probably losely related to PS#5629

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

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

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

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

Bug Report6425NoItems CharacteristicsMediumNewMario RohkrämerScale of White Oak Wood model is probably too large04.05.201421 Task Description

With a weight of 9 and a size of 9, the model of “White Oak Wood” appears to be way too large. Such a big heap of wood would weight more than 50 kg. In contrast, the icon is such a tiny poking stick…

www.ligh.deplaneshiftwhiteoakwood.jpg

Bug Report7079NoBugtrackerMediumUnconfirmedMichael LoevenLocked Chests Deleted When Consumed26.11.20212 Task Description

If the player attempts to open a locked chest by dragging it to their equipment panel. The game displays a message that the chest is locked but consumes the item anyway providing now loot. Expected behavior is that the game places the locked chest back into the players inventory or prevents them from consuming it if it is locked

Feature Request5216NoNPCMediumUnconfirmedmickraVisual indication of available quests20.05.20112 Task Description

When a player character is within the interaction range of an NPC, a mark (label) of some sort should appear above that NPC if they are offering some new or repeatable quests (! not some information for those already running !) for that particular character at that particular moment.

Should be optional as a turn-off or turn-on, depending on the default chosen by designers. In any case, and as with any other label, players should retain the option of not seeing it, if it spoils their fun or ruins their immersion somehow.

The reason for this request: drastically increased amount of questing chains ingame, and the absolutely unhealthy and immersion-breaking amount of mouse-clicking on the same NPCs the game now requires.

Noticing a sign above someone's head is OOC, of course, but clicking a mouse button on someone's model, or getting an aggressive red "…has no quest information for you" line floating in mid-air is equally OOC'ish.
On the other hand, seeing no mark above someone's head would cause neither irritation nor disappointment (while futile mouse-targeting and mouse-clicking, when done repeatedly, invariably produces both of those negative effects).
The marks would also provoke reasonable curiousity about available quests, hopefully enticing new players into doing more of them.

I know this request is somewhat of a long shot, but assuming that the engine is going to be considerably revisited this summer, I decided to submit it anyway.

[Edited for clarity, and also to separate it more from PS#4798. That older one would 'make the game easier' indeed, while what I suggest would only eliminate excessive mouse actions.]

Feature Request6573NoUser InterfaceMediumUnconfirmedmike loevenStore Quest Notes in the Books Database06.09.201421 Task Description

I would like to request that saved quest notes be moved from client side into the book database. currently the quest notes are saved locally and are very vulnerable frequently getting deleted during client repair or re installs. additionally for players who have more than one computer these notes do not properly persist between clients.

considering that players are already allowed to write books and that text data takes up very little space there is really no reason NOT to move this feature server side.

another major issue with the current implementation is that the quest’s description is missing a lot of key information provided by the npc conversation such as names and locations.

a perfect example is the quest Masked Mistress where the description tells you the summary however does not include her brothers name which is given in the npc dialogue.

the lost of quest notes can easily render a quest impossible to complete without asking a person for spoilers or searching through game logs for the missing conversation.

Bug Report7818NoBugtrackerLowUnconfirmedMohonin DitinPile of dust cannot be kept in furnace16.04.20232 Task Description

The pile of dust that gets crafted sometimes for reasons we all know, this pile of dust cannot be disposed of by putting it in Furnace. Some of us experienced players want to keep the place clean and so whenever we find pile of dust, we put it in Furnace, it eventually vanishes by putting it in furnace and forgetting about it. Now there is no choice but to sell it off to NPC for 0 tria. This is not the main problem, but the problem is to find a NPC nearby who buys ‘Pile of Dust’. So either make a NPC available near Crafting Station to sell of the dust or make furnace to take in the dust and burn it down vanishing it.

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

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

Feature Request6543NoEngineMediumUnconfirmednobody specialobscure location information for blackflame area.25.07.20142 Task Description

The guild window, who’s online tool, clearly lists blackflame area when you are in the temple. It would be better if it indicated one of the sewer maps instead or some random map.
given the secrecy surrounding this status you don’t want joe guildmate to have this info even out-of-contextly.

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)

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