PlaneShift

Task TypeIDPrivateCategorySeverity  descStatusOpened byAssigned ToSummaryLast Edited[[changedby]]
Feature Request6183NoGuilds/GroupsMediumUnconfirmedAdamGuild House (Replace Key System With Keypad Code System...14.10.201351 Task Description

GET RID OF KEYS and replace it with a keypad code when door is clicked.

Player who has been given keypad privileges after being accepted to guild now can simply CLICK DOOR and enter a password.

IF password is correct, THEN the player magically gets teleported inside.

IF Guild Leader feels any guild member is exploiting their access powers and making a mess inside (like stealing), THEN access is revoked in the GUILD MEMBER screen by right clicking player name and option called REVOKE KEYPAD USE. Only Guild Leader and PERMISSIONS for specific Member Levels can change this back and forth.

PROBLEM SOLVED.

Bug Report6240NoEngineMediumUnconfirmedRoman YagodinBook use commands mess21.11.20131 Task Description

For crafting book /use command equips book in mind slot - and it’s OK, I think.
But how to open crafting book for reading, as of RMB click in inventory?

Then dragging a book from inventory to shortcut window, /use command is created.
But /use command for common book just results in a book, equiped in righthand slot (in case it’s empty).
Book isn’t opened for reading nor writing, so where is no result of using it. So no /use…

After equipping a common book in a hand slot, /use [slot-name] command just kills the psclient… This one really unexpected :(

/write [item-name] command syntax not working on a writable book, resulting message is: “You cannot write on this item” -
but this syntax described in a Help window! And /write [slot-name] syntax works as expected.

I think it’s clear that /read command for a books must exist to make complete set. Some use cases:

* want to read any book - use /read [item-name] or /read [slot-name]
* want to write to a writable book - use /write [item-name] or /write [slot-name]
* want to equip / dequip any book - use /equip and /dequip commands

Sane default results for /use command:

* Crafting book - equip in a mind slot.

It's a reference book, to take a look from time to time in a crafting process, after all.

* Common book and writable book - open book reading window. Using a book in a real world means “read it”.

Other "uses" (as a blunt weapon, fuel, press-papier, etc.) are less common.
Feature Request6250NoUpdater/PSLaunchMediumNewMario RohkrämerJoe LyonTemporary privilege elevation during update?09.12.201431 Task Description

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

Other platforms than Windows may require a similar solution.

Bug Report6262NoEngineMediumNewSimoneDavide VescoviniResurrecting MOBs26.01.201461 Task Description

When you try to kill some kind of MOBs, usually humanoids, with the ability to heal themselves, they keep resurrecting.
You can easily see this in Camp Banished. When the foe reachs a health threshold it starts casting healing flash several times. It seems that there is a sort of queue filled with the spells, and the foe keeps resurrecting until you kill him in a moment he is not casting the healing spell.
This is the opposite of the previous behaviour where the opponent was just dying several times.

Bug Report6269NoEngineMediumUnconfirmedErodare LenizusForward Non-Chat Keys To Shortcuts29.11.20131 Task Description

In the current state, if you have focus in the text box of the chat, none of your shortcut hotkeys work, even if they’re mapped to keys that do nothing in the chatbox, such as F1-12, Ctrl, Alt, Tab, Pause, etc.

I’m filing this as a bug report, because either this should be “fixed” so we can map shortcuts to such keys so they will still work while chatting, or the team can decide this is “not a bug” and close it.

The “fix” therefore, is to trap only those keys that chatbox can deal with, and forward anything else to the shortcut processor, so while typing in chat W A S D would be trapped in chat, and F3 would fire the shortcut it’s mapped to.

Feature Request6278NoUser InterfaceMediumUnconfirmedAndrew DraskoyUse object equiped in sword hand if no object is focuss...05.12.20131 Task Description

A UI improvement: This would make things much more convenient for spells like Dweomer Detection, but generally in cases where an action is performed on an object such as repairing weapons and armor. It would be great if the object of the action was (first choice) an external object that you have in focus. If there is no such object, use the one in the sword hand.

Right now, there is a mix of both of these things implemented. This would make it consistent and convenient. Right now it's quite awkward to have to drop an item, and then focus on it before casting a spell on it.

Bug Report6323NoMagic SystemMediumUnconfirmedDaevaornMounted shape-shifting results in wrong speed13.01.20141 Task Description

When you use a shape-shifting spell like Gorwealform (assuming the same holds for Polymorph) while mounted, the speed is not set correctly and you can reach no more than walking speed afterwards.

Bug Report6378No2D ArtMediumUnconfirmedJonMap shows Irifon River between Gugrontid and Bronze Doo...04.04.20141 Task Description

The map that shows up when you take a pterosaur flight shows a river identified as the Irifon River between Gugrontid and the Bronze Doors. However, there’s no river there and the Irifon is actually located between Hydlaa and Ojaveda.

Bug Report6387NoUpdater/PSLaunchMediumNewMario RohkrämerLauncher never finishes after an update24.12.201441 Task Description

After updating itself, and then updating the PS client and data (Win64) to version 0.6.1, the launcher tried a third time, displayed “Using mirror … for updaterinfo.xml | updateservers.xml” — and then, nothing. The button “OK” never appeared.

The button “Cancel” was available. But how shall I know if I interrupt something important if I click it?

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 Report6472NoUser InterfaceMediumUnconfirmedRoman YagodinNPC dialog shows NPC's public phrases20.05.20141 Task Description

Often then I'm trying to speak with NPC using "new" NPC dialog, on activate it shows NPC's reply bubble with a common public phrase (instead of [private] quest choices).

Think that NPC speech bubble should be displayed only for NPC's replies on quest choices / answers. Rule is simple: no quest choices made in dialog session = no need to show NPC reply bubble. All other NPC talk should be directed to the chat.

Bug Report6528NoInventory/ItemsMediumNewVenalanRalph CampbellBoth Hand item flag16.07.20141 Task Description

When you equip an item with “BOTH HANDS” flag an icon appears in only the left or right hand inventory slot, whichever you dropped it in.

As the weapon takes up both ‘LEFT’ and ‘RIGHT’ hands it would be clearer if the same icon appeared in both hands to make it clear that both hands are taken up by one item.

It should also be possible to deequip it from the icon in either hand.

Bug Report6529NoCharacters AnimationMediumUnconfirmedVenalanBoth Hand item attack/equip animation16.07.20141 Task Description

At the moment two handed items appear in a single hand and use the animations for single hand weapons. There needs to be a new set of equip and attack animations for each race for two hand weapons.

Feature Request6567NoNPC DialogMediumNewmike loevenMake Npc's aware of nearby quest characters and attempt...22.08.201411 Task Description

I would like to see npc’s function as locators for quest characters so that players can “ask around town” if they cannot locate the desired npc.

until now due to the gm’s policy about spoilers and the fact that most NPC’s are pretty much brain dead except for a few very basic responses it is sometimes next to impossible to locate a specific NPC without relying on another player or a wiki website as the information is not available ingame.

essentially I want NPC’s to respond to commands such as “do you know where I can find ‘name’” they should be able to check a database of nearby NPS’s and if they are in range they can point you in the direction or if not in range point you towards an NPC that does.

sample response. “yes i have heard of this ‘name’ you can find him over by “description of location pulled from database”.

sample responce out of range.

“I have not heard that name before perhaps you should try asking ‘NPC near desired character’ in ‘city near desired NPC’

but essentially make NPC’s able to give directions or information about other NPC’s or directions to nearby areas

right now it is nearly impossible to get any information about quests without relying on other players. Npc’s should respond to questions of this nature.

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.

Feature Request6576NoEngineMediumUnconfirmedmike loevenIcon Editing System for Player Books06.09.201411 Task Description

The game possesses many unused book icons that are actually quite interesting but not accessible in any way outside of the shortcut window.

I would like to see a icon selector integrated into the book writing window that allows you to select any book icon for the item’s appearance similar to the way you can assign these icons to a shortcut hot button.

additionally with this implementation there is no longer a need for Jayose to stock a different books for different colors as well as allowing player written books to be more easily distinguished from each other

it would add a fun little cosmetic aspect to role play allowing your ancient tome to look like an ancient tome rather than a hot off the press notebook

Bug Report6664NoSoundMediumUnconfirmedJoshuaInstrument White Noise (Lute & Lira)06.11.201411 Task Description

Some of the musical notes, when using the Lute and Lira (drum seems okay), have an annoying white noise in the background. The audio is not clean, and this can be bothersome particularly to people with high-end headphones who may be able to hear it better. I am not sure if this is audible to all players, but it certainly should be to anyone with a good pair of headphones.

Some popping sounds can also be heard.

I am not too knowledgeable on music, so I can’t say which notes specifically have unclean sound, but I think since it can be heard plainly it should be easy to find out.

Bug Report6696NoSoundMediumUnconfirmedJoshuaInstrument Music Doesn't Stop22.11.20141 Task Description

When you are playing a song on an instrument, if you close out of the sheet rather than clicking the stop button, the music will continue to play. This seems to continue until you relog, and opening and using the sheet again doesn’t fix it, it will only make you play two songs at once.

I am not sure if other players hear this or just the player.

In my opinion, X’ing out of the music sheet should work just like the stop button.

Feature Request6703NoUser InterfaceMediumAssignedTuathanachJoe Lyonhow code handles missing gui items20.12.201411 Task Description

Would it be possible to change how the code handles missing parts of gui in xml, so it shows an error rather than crashing. example being with page numbers and using an old xml which did not contain them, client currently crashes as soon as you view a book. it would be nice to at least get a message pointing at cause

Bug Report6707NoEffectsMediumUnconfirmedJoshuaFog Whitens Texture Transparency03.12.20141 Task Description

When there is foggy weather in the game, some 2D textures will have white boxes around them. The most well-known instance where this happens is with the target effect under an NPC’s feet. I think this also affects 2D grass textures like at the magic shop forest. Basically, the fog makes transparency in certain textures visible by making them white.

Feature Request6715NoInventory/ItemsMediumUnconfirmednobody specialVary current quality of loot items23.12.20141 Task Description

I think it would be more realistic and quite useful for looted items to have a random current quality. Finding enough damaged equipment to practice repair is always tough, this idea would go a long way to making it a more usable skill.

This idea, if properly implemented, could also balance out the values of looted items. A sub-routine could be devised to cause the highest value items suffer the greatest pre-loot damage. So a standard unmodified item could have a flat chance of being anywhere from 1 to 50 out of 50 quality. A one modifier item could roll 2 50-sided dice taking the lower result or average, and so on for 2 modifier and three modifier items. Specific implementation could be subject to testing to determine appropriate rates.

This would result in less of a lottery effect.

Bug Report6729NoCraftingMediumUnconfirmedShafaragornVenalanBow making interruptions for nonexistent movement11.02.201661 Task Description

When working on bow making at the Arena smith table: if you /use the table, when the progress bar shows that you are done, instead of being done with whatever you’re doing, you get a message that reads “You interrupted your work when you moved away” without having moved at all.

I’ve repeated it multiple times working on a few different things, but haven’t tried at any other smith tables yet.

Feature Request6735NoEngineMediumUnconfirmedDaevaornMake /ignore target music output as well as chat28.12.20141 Task Description

I would like to have a specific means of muting certain people’s “music”. It’s a shame if you have to turn off all musical instruments to be rid of the “Listen to me practise my same song for any amount of hours if you want to craft here” people.

So it would be very nice if /ignore commands would also affect audio output triggered by the ignored person. Not sure how feasible that is technically, though.

Feature Request6748NoUser InterfaceMediumUnconfirmedTrippedOnReality/EnarelFilter for storage window09.01.201551 Task Description

The ability to sort in the storage window is awesome. However, it would also be nice to be able to search your storage for a specific item within a category. I think this would mostly be useful in weapons categories, but I can see it being useful for other categories as well. For example, if I’m looking in category: weapons - axes and I want to find all of my blah blah blah of the hammer axes, it would be nice to be able to filter by “of the hammer”. Sorting is great, but if you’re looking for an item with a specific modifier, and it’s not a prefix, it’s hard to find.

Bug Report6776NoItems CharacteristicsMediumUnconfirmedSajut FogilTuathanachBow Prices20.01.20151 Task Description

I crafted two bows, the NPC-Price for the Enkidukai Shortbow (needs lvl 20 in bow making and more material) seems to low.
Enkidukai Hunting Bow, Q170; 1588 Tria
Enkidukai Shortbow, Q193; 1531 Tria

Feature Request6788NoUser InterfaceMediumUnconfirmedGongerJoe LyonSplit up System tab information18.03.201511 Task Description

System tab: Could the information there be split up further, like for the logs, into something like combat, crafting, soul commands (emotes and interaction commands like /greet), so you can have more control what is shown in Main tab?

This was briefly discussed in the Dev meeting (22/02/2015), and should be assigned to Eredin.

Thank you.

Feature Request6814NoSettingMediumUnconfirmedRoman YagodinBring gods in the game03.04.201711 Task Description

From game chat:

/tell Laanx Hi, Laanx!
> Laanx is not found online.

Current /pray command is a shortcut for /emote pray, but it could be interesting to have separate command to pray gods (or specific god) for miracles or even ask them about something.

“Miracles” should be protective / healing spells, casted on character or group, or offensive spells, casted on enemies.
Spell set could vary by god. Rate of success of appeal & spell power could be determined by character race, faction points, number of previous appeals (in the game day), sacrifices and also (maybe) current location, weather and time of the day.

If god name not specified, any god in the mood could answer to the prayer.
Also, appeling to the more ancient gods (Laanx, Talad) should have lesser rate of success, but greater miracles or revelations.

Any character (even have no magical abilities and choose to be atheist) could use this command.

Gods could be implemented as (invisible) NPCs.

Example command formats:

Pray: /pray [godname]
Ask: /tell [godname] [question]
Sacrifice: /give [godname] [itemname]

Forum thread: http://www.hydlaaplaza.com/smf/index.php?topic=42207.msg477124#msg477124

Feature Request6823NoEngineMediumUnconfirmedVonor[Engine/Settings] Add Regexp and wordlists to NPC Speec...24.11.201511 Task Description

While the quest system has greatly improved in the years I’ve been gone, there are still things one needs to type to an NPC.

Currently NPCs are still dumb as bricks when it comes to understand what players “write” to them.

As the “writing” is supposed to be “speaking” one would assume that an a person would understand a word even if it’s spelled incorrectly.

For example - in a certain quest you have to tell a certain NPC the words “diamond and opal”.

If you spell the words wrong (e.g. opale) the npc refuses to help and you have no chance of repeating that step and thus are forced to finish the quest in another way.

With regexp in the engine the settings department could make the answer look like this: (?i).*diamond.*opal.*

This would match case insensitive on “it are diamonds and opals” as well as “diamondsopals” or “diamond opale” as well as many other possible phrases that include the words “diamond” and “opal”.

With wordlists settings could define a couple of spellings of certain words to match on in-word typos even. for example: (?i).*$quest_stepX_wordlist1.*$quest_stepX_wordlist2.*
In the wordlist the settings dept could then, for example, define spellings like diamond, daimond, diamant and the like. That’s just an example though, I’m sure there are many more examples in game currently where a npc refuses to answer or you break a step in a quest only because you cnat type :-)

As for the regexp, the PCRE library from Apache could be used, maybe. http://www.pcre.org/

Bug Report6878NoCraftingMediumUnconfirmedKanubyTuathanachMace Making practice points inconsistent with other cra...19.11.201731 Task Description

The Mace Making Practice Points seem to be inconsistent with other crafting. With a skill level of less than 20, everything only takes 5 seconds to make regardless of the complexity of the item being crafted.
Wondering if a higher blacksmith skill is weighted more. Only getting 5 pp per item crafted will extend leveling ability time dramatically.

Bug Report7288NoMovementMediumUnconfirmedSunda KastanPlayer movement differs from Legacy/no 'turn' keybindin...13.09.202121 Task Description

In Legacy PlaneShift, the default movements are:
W = Walk forwards
S = Walk backwards
A = Turn to the left until keypress ends
D = Turn to the right until keypress ends

However in PSU, the movement is as follows:

W = Walk forwards
S = Turn 180 degrees and then walk forwards (towards the camera)
A = Turn 90 degrees left and then walk forwards (at 270 degrees from camera)
D = Turn 90 degrees right and then walk forwards (at 90 degrees from camera)

This is incongruent with legacy movements, but also complicated by the requirement to use the mouse for both UI interaction and movement concurrently.

It may be that this is a result of the absence of a ‘third-person follow’ camera, but behaviour should follow that of legacy.

Bug Report7589NoUser InterfaceMediumNewTrippedOnReality/EnarelInterface option settings reset at relog17.10.202341 Task Description

In the interface tab of the options/settings menu, some options don’t seem to save at relog.

Items affected:
- menu bar size
- visible shortcut rows
- chat tabs
- time stamps
- max history

Bug Report7838NoQuestsMediumReady to testUadjetThe Arrivals quest cannot be completed06.05.202421 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 Report7985NoBugtrackerMediumUnconfirmedTutharelSome people are reporting that, after a server crash, t...01.01.202411 Task Description

After a server crash, if you don’t restart your game, your log will no longer be updated with what happens in game. This has been noticed by Gonger, Migg, and a few others.

Bug Report7991NoQuestsMediumUnconfirmedTutharelwhen completing a quest with a "choose your reward" sec...05.01.20241 Task Description

when completing a quest with a “choose your reward” section at the end, if you don’t select a reward before clicking “Select a reward” it doesn’t stop you before continuing or give you a default reward, it just completes without giving you any of the possible rewards.

When a friend completed the “Levrus Rat Eyes” quest, she forgot to select a reward before clicking “Select a reward” and received none of the options given.

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

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 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 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 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 Request2956NoCombatMediumNewOrgonwukhDavide VescoviniCombat system calibration19.04.20104 Task Description

Combat system calibration

Short version:

I propose that in general the amount of damage dealt by any weapon or magic spell should decrease with the distance from the attacker to the target. Also, fast weapons should generally deal less damage than slow weapons. The combat system including both weapons and magic has to be more balanced.

Elaborated version:

Damage (D):

This is the amount of health points subtracted when an single attack is successful. Examples for magic are:

  • Energy Arrow (about 75 HP)
  • Summon Missile (about 48 HP)
  • Flying Stones (about 63 HP)

For weapons one has to include the levels and stats of attacker and target. As a reference I determine both attacker and target to have maxed stats and levels, full heavy armour equipped and to use two weapons at a time in bloody stance. The weapon damage is the average damage including the failed attacks. One could either ask a dev to look this up in the database or do a numberof attacks and measure the arithmetic mean. For convenience I determine the damage of short swords to be 500 HP.
This value is not the value specified in the weapons properties, but the “real” damage dealt.

Maximum attack distance (MAD):

This is the maximum distance from which an attack can be made. MAD can be measured in game units (the values you get if you type /pos). One unit should be about 0.5 metres. Examples for magic and weapons are:

  • Energy Arrow (about 57 units)
  • Summon Missile (about 37 units)
  • Flying Stones (about 74 units)
  • All weapons (about 2 units)

Attack speed (AS):

This is the time in seconds (s) between the starting of the attack and the moment when the damage is dealt. Examples:

  • Summon Missile (about 0.48 seconds)
  • Flying Stones (about 0.28 seconds)
  • Daggers (1.5 seconds)
  • Short Swords (2 seconds)
  • Sabres (2 seconds)

Damage per second (DPS):

This is simply D divided by AS.

Effective Damage (ED):

I propose to let the DPS decrease linearly with the MAD. I introduce a factor (F) with which you can put more or less emphasis on the distance weighting. Based on the above assumed value of damage for short swords, I propose that the ED with a value of 500 should be used to weight all weapons and magic attack spells:

ED=F*(D/AS)*MAD=500
or
ED=F*DPS*MAD=500

For F=1 this simply is

ED=(D/AS)*MAD=500
or
ED=DPS*MAD=500.

Let us fix F=1 here for now for convenience. If my proposal for weighting is too daring or too conservative, we still can talk about setting a different value for F.

What does this mean?

Let us look at the weapons first and assume that the values for short sword are as I wrote above: AS=2, MAD=2 and D=500. Then DPS=250. This short sword deals an average damage of 250 HP per second. Since MAD=2, ED=500 HP. I have nothing to object concerning these values. This is my reference for the calibration of other weapons or magic spells from now on (see below).

Let us look at the spells:
With a short sword you deal an average damage of 250 HP per seconds from a max. distance of 2 units.
With Summon Missile you deal a damage of 100 HP per second from a max. distance of 57 units.
With Flying Rocks you deal a damage of 225 HP per second from a max. distance of 74 units.
Is that fair? Does it make sense that more damage can be dealt from a safe distance? This “unfairness” is reflected in the ED values of the spells:

  • Summon Missile (current): D=48, AS=0.48, MAD=37. ED=(D/AS)*MAD=(48/0.48)*37=3700
  • Flying Stones (current): D=63, AS=0.28, MAD=74. ED=(D/AS)*MAD=(63/0.28)*74=16650

We notice that the value of ED is way higher for spells than for the short sword. Flying Stones also have a very high MAD and hence a high ED value.
If we assume that my proposal is appropriate for evaluation of the power of weapons and magic, this means that Summon missile is 7.4 times more powerful than using short swords and Flying Stones is 33.3 times more powerful than short swords. I think that is quite a realistic reflection of the current state

Calibration

I propose to calibrate weapons and spells by setting the values of D, AS and MAD in a way that the ED is about the same for all of them. In case we use the short sword for a reference, we could adjust the values for Summon Missile and Flying Stones by reducing the MAD, for example To do this we solve the equation for ED in regards to MAD:

MAD=500*AS/D

Then the values for the calibrated spells would be:

  • Summon Missile (calibrated): D=48, AS=0.48, MAD=500*AS/D=500*0.48/48=5
  • Flying Stones (calibrated): D=63, AS=0.28, MAD=500*AS/D=500*0.28/63=2.22

If you think this attack range is too low, there is the possibility to calibrate the spells by setting the damage after solving the equation for ED in regards to D:

D=AS*500/MAD

Then the values would be:

  • Summon Missile (calibrated): AS=0.48, MAD=37, D=AS*500/MAD=0.48*500/37=6.48
  • Flying Stones (calibrated): AS=0.28, MAD=74, D=AS*500/MAD=0.28*500/74=1.89

It is also possible to calibrate the AS with AS=D*MAD/500. You can also try out different trade offs between D, AS and MAD as long as ED=500. As long as the ED is the same for all weapons and spells, the relation between damage dealt per second and the attack range is maintained.

Calibration will also be helpful once the attack range for weapons is implemented. Let us examine the calibration of the broad sword and let us assume that this sword has a damage value of D=750:

  • Short Sword (current): AS=2, D=500, MAD=2
  • Broad Sword (calibrated): AS=3, D=750, MAD=500*AS/D=500*3/750=2

So the attack range is the same while the attack speed and damage differ. One might think that it is more important to increase the attack range instead of the damage because of the bigger size of the broad sword. So let us assume that the damage value for the broad sword is D=600:

  • Short Sword (current): AS=2, D=500, MAD=2
  • Broad Sword (calibrated): AS=3, D=600, MAD=500*AS/D=500*3/600= 2.5

This seems to me an appropriate representation of the differences between the weapons: A broad sword has a longer range and deals more damage, but is slower than a short sword.

Final notes

This is a proposal for balancing the combat system. All values of weapons and magic are either estimations or assumptions. Feel free to provide the true values, if possible. Since the ezpcusa server exists, this might be a good opportunity to try such a system out. My assumptions about the levels, stats, armour and weapon properties of attacker and target are subjective and should be discussed.

Limitations:

Maxed levels were assumed, the properties of lower lever levels are unknown to me. But when known, those levels can be calibrated as well.
I did not include the amount of mana needed for the spells yet. A simple rule could be to have a linear relationship between damage dealt and mana used (maybe 1 to 10, so you can still kill a 800 HP opponent with 222 mana, which is the maximum at the moment as far as i know).
While the attack area of spells is a circle with a radius of AD (you just have to be closer than AD, facing direction is disregarded) while the target is in the centre of the circle, the area for weapons is much smaller because the attacker has to face the target. It should be something similar to a triangle. This disadvantage of weapons is not accounted for here. On the other hand, it is assumed that a spell caster casts spells as fast as possible. This disadvantage is not accounted for here, either. If those differences between weapons and spells is considered too big, you can think about setting F to another value than 1 for an appropriate weighting.
Once spells and weapons are calibrated, prices should as well be calibrated. You could either raise the weapon training costs or lower the magic training costs. Maybe doing both is a good idea.

Advantages:

Using this calibration, it is possible to design various weapons and spells which are different concerning D, AS and MAD, but they are weighted in a more appropriate way than it is the case now. Your choice of weapons is based on what you prefer: range, damage, speed or a weighting/combination of them. Combat can be balanced and become more interesting once players fight each other with different properties of their weapons and attack style.
The work for the devs is small. You need to change a single value for each weapon and spell.


Link to corresponding forum thread: http://www.hydlaaplaza.com/smf/index.php?topic=35352.0

Feature Request3553NoEngineMediumNewPascal DetraitIdea proposition for Drawing skill16.02.20102 Task Description

Hi,

the Drawing skill is not yet available.
I propose the following idea for developpers :

   Each save could rise the skill experience
   Each new created sketch could rise the skill experience, significatively more than the save function
   Each rank could rise the number of allowed element in the sketch
   Each "special" rank (defined by developpers) reached could allow new elements (ie. curves defined by 3 points, new icons, symbols, legend, several pages in the same map ...)

Best regards

Pascal Detrait

Bug Report3684NoInventory/ItemsMediumSeytraSuilenshNPCs don't accept split stacks traded11.01.20105 Task Description

When an NPC wants more than one item, but you have the items in different slots (even containers, like when your inventory is full and you can’t easily make room for the full stack), the trade won’t complete, even if the total sum of all items traded is the right amount. It should not matter if you give an NPC a stack of 63 items or ten stacks of ten items plus one of three, or seven of nine( :-) ), etc..

Edit: they also don’t get given the items when they’re in the right amount but in different stacks / sacks in the inventory. One gets “You have to give manually, because you got too many items” instead. /Edit

Feature Request3835NoGUIMediumNewbonifarzValue of goods in trade window03.10.20226 Task Description

I would like to suggest an additional widget in the trade window that gives the total (NPC-trade) value of the goods offered, similar to the one for total tria offered. With the quality based pricing system, this could help to lower confusion and make trade and economy flourish. The obvious but neglectable downside is that players could abuse this to identify an enchanted items value without finding an NPC merchant. A solution to that problem could be found when thinking about a feature to identify such items (based on intelligence, dweomer detection, factions with merchants or whatever).

Feature Request4256NoQuestsMediumAssignedmickraJayRuaanAlison ColemankatuRon WhitbySemutaradrJackTilavi is in trouble, option request05.08.20101 Task Description

The quest objective is to help a certain NPC find a missing object, that's what my char agreed to do. After finding the object and proceeding to final steps I suddenly receive a ready-made line "X listens to your story" and find my char spilling its friend and ally's whereabouts to X, with me having absolutely no means to prevent or stop it. Honest, it feels like being godmodded by the quest system and is awfully disappointing, to say the least. It also clashes with the general idea of quests being done ICly.

Dear Devs, please add a "not squealing" option, something like "I've just found it somewhere" and let the player deal with one of the main ingame alignments (Law) according to that player's RP. The way it is done now, it's not C&C, it's M&C, having to bear with consequences of the game mechanics, and somehow it doesn't feel right… at all.

PS Ver: 0.5.3

(Edited for clarity.)

Bug Report4369NoSoundMediumAssignedMathiasSound Bugs Effects/Spells/Etc14.08.20101 Task Description

List of all bugs regarding sound to be fixed for next release.

Feature Request4448NoEngineMediumUnconfirmedStefanRandom Spawn zones: NPC often spawn in mid air02.03.20113 Task Description

NPC in random spawn zones often spawn in mid air.
It would be nice if they could be hidden until they hit the ground.
Don’t send the NPC pos info to the client until it has stopped falling down?

Bug Report4484NoEngineMediumCould not VerifyJonUnable to pick up quest item when inventory full.17.12.20204 Task Description

I was trying to do the Jolik’s Letter quest. My inventory was full when he handed me the letter, and I dropped. By the time I dropped something from my inventory, the letter was gone. Now I am stuck on this quest.

May be related to  bug 3712 .

Bug Report4505NoEngineMediumNewCXDamianbuddy command - toggle behavior12.06.20101 Task Description

friends list does not display all friends after using command line without add/remove(onoff), may remove other entries.

starting with no friends:

‘/buddy abcdef’ = ‘abcdef is already on your buddy list’ (refresh friends window, abcdef was added)

‘/buddy abcdefgh’ = ‘abcdefgh is not on your buddy list’ (refresh friends window, abcdef is no longer listed, abcdefgh is not listed)

‘/buddy abcdef add’ = sometimes added, sometimes not

Feature Request4513NoUser InterfaceMediumNewMario RohkrämerCombat ratings in /targetinfo should mention a defense ...07.06.20101 Task Description

It is only partially helpful to estimate if an opponent is more or less stronger than my own char, as long as I don't estimate its defensive qualities too. I would like to see a pair of chances to get hurt by it, and chances to be able to hurt it. Especially since some oppoments are so well armored that even "Extraordinary" quality crafted weapons won't do any damage as long as the character has only average weapon skills. And it is quite vital to estimate the chance of breaking the armor before starting a fight. Even if the opponent is "about as strong as" the character, it is not just risky but suicidal if the opponent is the only one which has any chance to hurt.

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.

Showing tasks 101 - 150 of 652 Page 3 of 14 - 1 - 2 - 3 - 4 - 5 - Last >>

Available keyboard shortcuts

Tasklist

Task Details

Task Editing