PlaneShift

Task TypeIDPrivateCategorySeverityStatusOpened byAssigned ToSummaryLast Edited[[changedby]]  desc
Feature Request5994NoGame BalanceVery LowNewMario RohkrämerTuathanachDifferent fishes should have different attributes02.02.202321 Task Description

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

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

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

Feature Request5985NoMiscMediumUnconfirmedJThompsonMusic - Numbered Measures, Ability to play part of a pi...16.04.20131 Task Description

It would be helpful if measures were numbered.
It would be extremely helpful for writing music to be able to just play the last measures added. It would be useful for RP purposes, too, since that is how one often practices a piece… working on one section at a time, or you might want to share part of something you had written.

Feature Request5957NoUser InterfaceMediumUnconfirmedLusserallSome Shortcut/Options window features LShift/RShift++03.04.20131 Task Description

Not all shortcuts from shortcuts window are in "Options→Controls→Shortcuts"
If you set/change a key in shortcuts window the key does not get set/changed in options window until you relog.

The following is not really a bug but more feature request
If you set a key you can set
LShift - RShift
LCtrl - RCtrl
LAlt - RAlt

But if you make key combos it will just turn to
Shift+key
Ctrl+key
Alt+key

Would it be possible to set
LShift+key
LCtrl+key
LAlt+key
RShift+key
RCtrl+key
RAlt+key

That will open up allot more possible key combinations.

Feature Request5936NoGUIMediumUnconfirmedRoman YagodinBook titles for crafting techniques are missing06.05.201461 Task Description

So the subject: book titles for crafting techniques are missing in 0.5.9.10 using “elves” skin (and other skins too):

dl.dropbox.coms5guzxzdxlf11uu3crafting.jpg

But writable and setting books are ok:

dl.dropbox.comsd8x15gts1s5qzp1writable.jpg

Feature Request5914NoQuestsMediumUnconfirmedErodare LenizusSkill Requirements and Time Locks28.02.20131 Task Description

Most quests start with an intro and a confirmation for the player to accept the quest. For those that have skill requirements and/or time locks, instead of hiding the quest completely, perhaps it would be better to expose such quests when the character is otherwise qualified (e.g completed other quests in the chain) and do the skill / time check in the intro steps and have the NPC inform the character that they need to practice more before they can continue, or say something along the lines of "too busy right now, come back tomorrow". This way the player will know the quest is there, and get a hint of what they need to do. Going around and touching all the NPC's and finding nothing just feels like a bug when one knows there should be quests out there someplace.

Feature Request5906NoGUIMediumUnconfirmedRoman YagodinDisable display quantity for a slots with only one item25.02.20131 Task Description

I think, slots in all windows should not have quantity labels displayed then there is only one item.
It concerns inventory window (including equipment slots), a hotbar, container, exchange (could be), etc.

Feature Request5881NoMiscLowUnconfirmedGongerReport command: add "reason"20.05.201311 Task Description

I had discussed this with Sarva who liked the idea and asked me to enter it into the Tracker.

Add a “reason” to the “report” command:
Usage: report [player name] [reason]

In case it takes a while to implement this, meanwhile at least add to the command description that the reporting player also files a petition because this makes it easier for the Game Masters to check what happened.

Thank you for listening (reading),

Gonger

Bug Report5816NoRendering IssuesMediumUnconfirmedRoman YagodinHydlaa lights become wrong after moving between locatio...11.08.201411 Task Description

lh3.googleusercontent.com--kh0bmqzraeuiu5edagebiaaaaaaaaag0ocotvq6wswss790shot02.jpg

This can be fixed with brightness increse / decrease, but still wierd.

Ubuntu 12.04 x86_64 on AMD A10-4600M with latest Catalyst 12.8

Report data:

51.0737 2.32624 -133.063
0.416704 -0 0.909042
-0.184466 0.979195 0.084559
-0.890129 -0.202923 0.408035
"hydlaa_plaza"
0

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

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

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

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

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

Feature Request5714NoItems CharacteristicsMediumUnconfirmedAndyNamed variety of crystals27.07.20121 Task Description

The random weapons naming system is one of the excellent features of PlaneShift, and crystals have always been iconic to PlaneShift. Different varieties of mineral crystals produced at the mine sites. Some descriptors that would indicate quality on the crystals, like: Smoky, cloudy, occulted, clear, milky, flecked, fractured, et cetera. Smoky sapphire, occulted Ruby, et cetera. These could indicate grades of quality. Perhaps there should be a chance to pull extremely unique crystals of magical quality with two or more modifiers. I would not be surprised if this was already thought of, but I wanted to put it up here while it was in my mind.

Feature Request5705NoWebtoolsMediumUnconfirmedAndyMyPlane HTTPS22.07.20121 Task Description

Any way to get MyPlane running on HTTPS? I am thinking before someone has a problem. Not positive on the category on this one, thanks.

Feature Request5701NoCraftingMediumNewrodrigo moraesBad user experience: automatic stacking and merging hig...18.12.201231 Task Description

I’m a new user and I just had a very frustrating experience, so I want to propose an improvement.

I requested a guild mate to craft me some chain armor, and when I got it done I picked the Arm piece i was wearing and tried to exchange by the new one. By the gods, the quality-50 armor merged with the quality-300 one and I got two quality-175 armors. Without any confirmation.

I think the merge-on-stack system is fine for many crafting situations, but merging armor stats is a unexpected one. I fail to see why one would want to merge a higher armor with a much lower one. This doesn’t even make sense: if you mix water and herbs it’s ok that you get an infusion, but you can’t mix a chain mail with another one to instantly get two different ones.

I requested a GM to revert the stats and he said that this is the same situation as when one sells or gives away an item by mistake. I think it is not the same thing. This is not a mistake; it is common to exchange items in the inventory to organize or save space, and having these “side-effects” in place can make a simple inventory management a surprisingly bad experience for new users like me. :(

TL;DR:

1. Please review if it really makes sense to merge armors or weapons. I don’t see the use for it, and it sounds illogical, but probably I’m missing something.

2. Please consider adding a confirmation to actions with clearly bad side effects during inventory management, to avoid the frustration, specially for new users.

3. Please consider adding a toggle/checkbox to the inventory to turn on/off automatic item merging (disabled by default to avoid sad surprises like mine).

Thanks for all the hard work, guys. :)

Bug Report5577NoMap TexturesMediumUnconfirmedTimilTextures Missing in Towns, and Shader Issues16.04.201221 Task Description

Since the update to 5.9, the textures and shaders when in town seem to be either missing or messed up. The lighting in some areas makes Chars and NPCs look like they’re wearing TV static. I’ve checked the drivers for my graphics card (ATI Radeon 3100 in a Toshiba Satellite Laptop), and they are up to date. Please see the attached screenshots, and if any more info is required, I will be happy to provide.

Thank you for your time and attention. ~Timil~

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

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

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 Report5331NoEngineMediumUnconfirmedR.GuppyArt glitch sewers19.04.201421 Task Description

Hard to spot, but if you go to the location and zoom in and out, and rotate it shows, also as second screenshot shows it also extends to left.

http://imageshack.us/f/16/shot16.jpg/
>Your current position is region: hysewers 11.73 -5.95 -166.09 0 angle: 247 (4.319690), sector : swr-darkgreen02

http://imageshack.us/f/220/shot17.jpg/ (10:19:08) >Your current position is region: hysewers 3.56 -5.70 -162.07 0 angle: 257 (4.491496), sector : swr-darkgreen02

Feature Request5303NoGUIMediumUnconfirmedSlissAbility to add additional info to buddy list02.04.201331 Task Description

I would like to be able to maintain my buddy list a bit better by adding extra info.

I use the list as many to also locate enemies. But the list gets longer and longer so I would like to add additional info to it. Like the guild when met etc.

Feature Request5259NoCraftingMediumUnconfirmednobody specialMake Crafting more like combat03.07.201111 Task Description

I would like it very much if crafting were to be redesigned more like combat. Instead of one action that takes many seconds to complete and generates only one practice or experience reward make it so that each hammer blow is considered and eligible for a reward. For example at level 10 it takes me about two minutes to turn 12 heated ore into 4 shield handles and I get one practice point and some experience at the end of that time. Under my proposed change it might take just as long but each hammer blow on the ingots would receive a success chance roll that would increment the percentage done. A series of low rolls would result in a failure, either junk metal or very low quality handles and a series of high rolls would result in faster time and/or higher quality handles. This would be analogous to hitting a mob until one of you is dead.

I believe this would be more fair in the long run and if it would seem to make great quality items too available the chance to succeed could be reduced.

Feature Request5255NoCraftingMediumUnconfirmednobody specialpersistent selector for pick up amounts20.06.202161 Task Description

I would find it extremely useful if I could select from 1, 5 and 10 amount when shift clicking a stack of raw materials. This would allow me to improve the efficiency of smelting by picking enough material to cast into stocks of the various types. I could then dump a stack of molten ore into the caster and shift click it to spread out the ores into castable portions. obviously the 5 and 10 amounts are for casting stocks from precious and non precious materials.

It would be useful for this to only apply to molten ores in the furnace as there is no need for ingot/stock to be smelted in these particular numbers.
It might be also useful in a forge or other crafting container to have the ability to set to an arbitrary amount when processing ingots or stock for weapon/shield/armor parts.

Perhaps instead of overloading the shift click in this way using the alt click instead would work but this might cause a problem for Apple type computers.

Changed task description to clarify request.

Feature Request5230NoEngineMediumUnconfirmednobody specialchange to default action upon mob attack or player cast...19.05.201131 Task Description

I would like it if you could set the default reaction to casting a spell or being attacked. I find it quite annoying to automatically be set to fully defensive when I cast a spell. I also find it annoying that when being attacked by a group of mobs your target focus jumps to whichever one hit you last.

When I cast electrotouch I want to hit my opponent and not change my stance. generally whenever I cast anything in melee I want to keep my previous stance.
When I am in a pile I want to kill what I am fighting before I start on another one. If I want to fight a different one I can so choose manually. It is also annoying that you often jump to a different mob before you are able to loot what you have just killed.

It would be great if there was a section to set these in the options.

In the case of electrotouch I tried to add /attack normal to my shortcut but it was processed and discarded before the spell finished casting. I appreciate you probably don’t want long chains of commands to be processed in turn as it could lead to botting, otherwise I would ask for one command to finish processing before the next is considered. Still it would be nice to repair all my armor with one keypress instead of 5.

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

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

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

When I try to select a grill in Brado’s tavern the pink rotating cross does not appear.
Right click works and brings up the action icons. However, putting meat in one of the slots and “use” the grill to grill the meat results in “You interrupted your work when you moved away” every time. Other items like preparation tables, pots, etc. work fine.

I’m running PS on:
Arch linux ( up to date system ) 86×64 intel core i5
mobility radeon HD5xxx series with up to date catalyst drivers.

I logged my console output but I can’t see anything relevant to the problem, could be me so here’s the link:
pastie

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

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

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

How to reproduce:
do something which require much physical stamina: move many stuff in your bag, do something at anvil or something another.
and then run following commands:
/sit
/unmount
/target <PET NAME>
/mount ←– here your physical stamina will be full!!!
/stand

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.

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

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

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

When an npc talks the volume of the music ect makes it hard to hear them. Lets try setting all volume to 20% or so and see how that effects it.

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

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

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

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

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

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

Dropping an item in the forge or furnace while hammering something results in a message similar to “You can’t train your skill while working”, with the item sitting in the container but never heating up.

Instead, the item should refuse to drop in the forge/furnace (similar to the situation when capacity, weight, or slots are exhausted).
Alternatively, the item could drop normally and start heating up.

I have two reasons for requesting this:

  1. It runs counter to immersion. Stuff sitting in a hot place heats up in real life, it should do so in Ylliakum as well.
  2. It is a griefing opportunity. Start hammering something, fill up the forge with stuff, and watch crafters despair. Since the stuff does not heat up, you can even continue crafting - you can take stuff from a slot normally and immediately replace it, the 300 ms lag will make sure that you can fill the slot before the other crafters even see that you freed the slot.

Feel free to change to Feature Request, I cannot know whether the current behaviour conforms to developer expectations or not.

Bug Report3685NoNPC DialogLowAssignedSeytraVenalanOK, OK, OK.... abbreviations everywhere21.12.201071 Task Description

In the NPC dialogs, there are several instances of modern-day abbreviations like "OK", "info" or "wow" (may be acceptable) being used. For example, in Fruntar's "Schaeminare soap" quest you can respond with "OK, where do I get this soap." (should be a question mark there, too). Also, in "A wife's dilemma", you can say to Tilavi "Ok, what kind of deal?". Maybe one could run a database search for "OK", "Ok", etc. on the NPC/quest responses to find all occurences?

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

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

Feature Request3511NoEngineMediumNewSeytraIdeas for inventory accessibility15.02.201011 Task Description

While sacks and other containers are good for bulk storage, they have the significant drawback of making the inventory harder to navigate, and sorting as well, especially since one can always only have exactly one container window open.

To fix this, one might consider the following ideas:

1) allow any number of container windows to be open, so one can simply put stuff from one container into another, instead of having to put it into the main inventory first.

2) instead, make the container window, once opened, refresh by what container you click on, instead of having to go the rightclick-select-open route

3) instead, make any containers append to the main inventory slot space, but replace the first slot with an image of the container, and clearly separate the appended areas from each other and from the main inventory space by a diferent frame style (could be different for each container type), or at least some additional space. Also, slot spaces that are not provided by a container should remain blank so that a container always starts at the first (second) slot of a fresh line.

When selecting a container, the appropriate window / slot area frame should flash or something so that one sees which container has which window.

4) Let container windows be resizable, and possibly more compact by default.

Mounts

Having each mount have an own (player-accessible) inventory would allow:

1) armor / other enhancement slots for the mount
2) mules that actually are mules, not PCs
3) easier inventory handling

Maybe most of the extra inventory (handling like above) should not come from the mount itself, but from the saddle or whatever one uses on it. Without saddle, there would maybe only be two inventory slots or something.

Feature 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 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 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 Request2022NoBugtrackerLowNewAdriánBounties - Game feature plus GM Tool.01.01.202251 Task Description

This idea came up in IRC.

When someone breaks a law, players can report it to GMs or another NPC guard. Then GMs or the guard activate an option that turns on the autoaccept duels for an hour, with a different color label. During that hour, players that find the outlaw can kill it (or people with X faction in guards), so that would involve some players acting like guards in town (and some outlaws would have to leave the city for some time to avoid being killed).

Feature Request1985NoGM SystemLowAssignedCaarrieAresilek BesolezList of all GM feature requests [or dev lvl requests]15.07.200941 Task Description

this bug has a list of all gm feature requests attached to make it easier to find them

Feature Request1760NoNPCLowNewEricJayNPC Consignment merchant16.03.201041 Task Description

The way it works now:

If I want to purchase a weapon that is better than those offered by NPCs (Trasok, Harnquist, etc) I must find someone who is capable of crafting the item I am looking for, which can be IC, but also find out when they are going to be online, which is OOC. I have spent more hours than I can count trying to find crafted items for sale in Hydlaa and Akkaio. It can be great for RP to have players sitting around doing nothing but selling their wares, but players are going to want to do something other than sit the entire time they are in-game, and there are not enough players to be available 24/7 or even a regular in-game 8-5.

The way it should work:

A specialized NPC character (class of characters) should be introduced that can do two things:

1. Hold items for sale.
2. Sell items that are held at a price specified by the original seller.

Desired Implementation example:

1. Crafter makes item and goes to merchant.
2. Crafter sets a price for item to be sold and removes it from his inventory.

 a. this could be done via a specialized trade window/action button.
 b. a seller should be able to remove an item that has not been sold (for a fee).
 c. the seller should be able to change the asking price (for a fee).

3. The item then becomes available for sale to other players to purchase.

 a. a action button and dialog would need to be created to search the merchants inventory.
 b. the items listed should allow a description to be viewed (similar to current buy/sell dialog.
 c. when an item is purchased it is removed from the merchants inventory.

4. The money would be taken from the buyer and either

 1. placed on the merchant to be claimed by the seller any time after the item was sold (minus commission)
 or
 2. placed in a bank account (minus commission)

*
Design consideration should be made for if each NPC merchant is self-contained, or if the NPC merchants know about the inventory of other merchants and can offer those items for sale (for a additional delivery fee)
*

Justifications:

1. Players are not available 24/7.
2. All characters should not be crafters (not realistic for RP)
3. Economy would be much more realistic and less OOC as items would not be as difficult to buy/sell.
4. RP is not lost as a crafter can still sell their wares (with no fees) if they sell direct.

Steps to reproduce:

N/A

Feature 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 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 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.

Bug Report8026NoBugtrackerHighUnconfirmedThosorLoss of mouse control during combat13.05.2024 Task Description

When shooting at live target, tab, get red reticle, seems fine. When target dies, or you miss, you get split white circle.

   You cannot click anywhere on screen, quit or chat. If you are windowed, or alt/tab to another window, you can X out the window. This was proven during the 240511 event with other players, me on Linux, another user on Mac.

I have had this problem since PSU, thought it was me, and previously on another Windows machine.

   Could not reproduce on dummies in arena, It did happen on dummies in event.
   This is new draft, will complete soon.
Bug Report8025NoBugtrackerLowUnconfirmedUadjetOrder of the Keen Edge faction not correctly imported11.05.2024 Task Description

Players who have done the Order of the Keen Edge quests do not seem to have their faction points calculated correctly. Players who have done the quests seem to have their faction listed as 0 (Ignored). I checked the quests, and no faction points are awarded by the quests, even though my logs show that faction points were given. Currently, the quests only give faction_level.

Bug Report8024NoQuestsLowReady to testUadjetConclave of Glyphs faction not appearing12.05.20241 Task Description

The Conclave of Glyphs faction does not seem to have been set properly when characters were imported from Legacy. In all characters I’ve checked, the faction is not even shown as discovered. I suspect the import script may have added the faction points to the wrong faction, most likely to Conclave of the Glyphs (the “the” isn’t needed).

Further, I noticed that while a few quests in the Conclave of Glyphs category assigned faction to the faction of that name, most gave the faction points to Conclave of the Glyphs. Specifically, the quests that are giving faction points to the wrong faction are:

Kimlorm Needs a New Prayer Book
Murago Puntjal’s Quick Favour
A Message for Dsar Sarraghi
Little White Lies
A Mysterious Disease
Grimal’s Tribute to Talad
A Dwarf’s Wish

The quest Something’s Brewing is placed in the Conclave of the Glyphs category, but gives faction points to Merchant Syndicates, which has the slight issue of not existing.

Bug Report8023NoGraphical GlitchLowUnconfirmedJokoKlyros male back transparent when riding11.05.2024 Task Description

When riding on a Rivnak the left back of male Klyros model becomes transparent.

Bug Report8022NoItems CharacteristicsLowReady to testJokoDisplay Error quality shown by mouse over is one lower ...12.05.2024 Task Description

The quality of items shown during mouse over is one lower then the actual quality shown in info box after right click.

https://media.discordapp.net/attachments/1237535495794331678/1238899389456715866/image.png?ex=6640f678&is=663fa4f8&hm=d7f1b3022cf4c8409a9c985616191c0364b54b2fd2b13e15c8f283659a7f9c5b&=&format=webp&quality=lossless

Bug Report8021NoMiscLowReady to testtrensolharvesting couchgrass impossible to harvest near gugron...12.05.20243 Task Description

couchgrass seems to be in the wrong place near gugrontid and oja areas, and are unable to be harvested.

https://steamcommunity.com/sharedfiles/filedetails/?id=3240545565

may be due to rendering issues with distro and graphics card. In some cases when using different cards/drivers and compositors such as wayland and xwindows, sometimes render can be slightly off but the current position of the couchgrass seems to be way off.

Feature Request8020NoCraftingVery LowUnconfirmedTrippedOnReality/EnarelHarvest/Fishing "cannot fish/harvest from the same plac...04.05.2024 Task Description

If you are in a location that has both fishing and harvesting available, if you successfully harvest an item and do not move, but switch to fishing you get a warning saying “You cannot fish in the same place twice” even though you have not fished at this location.

If you successfully catch a fish and do not move, but switch to harvesting you get a warning saying “You cannot harvest in the same place twice” even though you have not harvested at this location.



This is probably true of mining if there are area overlaps, but I have no idea if this actually exists anywhere.

example location for fishing/harvesting: /pos 109482 -757679 20767

Bug Report8014NoQuestsLowCould not VerifyUadjetRight on the Mine doesn't take quest items09.03.20241 Task Description

The quest Right on the Mine uses a quest item named Hamel Provision and at one point it’s supposed to be given to Gardr. Currently that does not happen. The quest will progress, but the quest item remains stuck in the inventory. It can be placed into storage, but otherwise there’s no way to get rid of it.

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