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 Request5845NoInventory/ItemsMediumUnconfirmedPeter van LooShow weapon requirements20.12.201225 Task Description

It happened to me twice already that I bought a good weapon for tens of thousands of tria, to then find out I need a lot of stats to equip it. And not only can’t I equip it, I don’t know whether it’s worth training for it either because nothing tells me how many more levels I need.

The game shows the effects (damage, speed) and the stats increases/decreases can be looked up in a book in the museum by analyzing the name. Could a way be implemented to know what stats and skills you need to use an item before buying it too? Either as part of identification, as a new separate identification spell for requirements or through some book?

Without that I’m very reluctant to buy anything at all as I spent too much money already on things that are useless to me.

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…“

Bug Report5790NoQuests DynamicsHighNewVenalanQuest menus dissapear to quickly to click on responese.15.10.20142 Task Description

A general problem with the quest menu system at the moment is the speed at menu disappear. The problem occurs in the following situation.

All the following is within one step in the following format.

Player gives NPC 1 item.
Menu: text.
NPC: text.
Menu: No. Menu: Yes.
NPC: text.
NPC: text.
Give 1 Melorick's Scroll Case.
Assign Quest.

You give the npc the item.
The initial npc text appears.
Once they have finished talking the next two menus appear, but before you are able to click on the menus the menus vanish.
This results in you losing the item needed to trigger the quest/step and are unable to repeat it.
This was only became a problem with the introduction of the 'bubble' menu system.

Bug Report5782NoCombatMediumUnconfirmedRii Riichanging weapons in battle doesn't work22.10.201222 Task Description

If I have no weapons while in battle and I take out swords, I continue fighting with no weapons. If I stop attacking and then start again, the swords get used.

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

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~

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 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 :)

Feature Request5425NoEngineMediumUnconfirmedZeonixa AlruvisFPS is too high. Improve the graphics.18.11.20112 Task Description

I have a 6950, running the game at absolute max(custom) settings(minus fullscreen, it crashes), and the framerate is ~130fps(see corner, I had limiter on). I think the game has room for some graphics bumps on the “highest” settings. It would also be a good idea to future proof this game. The 6990 is about twice as good as mine or so, and who knows what year 2014 will have in store? At max settings, I think it should run on the fastest graphics card at about ~12-24 fps.

http://img411.imageshack.us/img411/5356/screenshot10dl.png http://img839.imageshack.us/img839/3158/screenshot9rm.png

Now I know some people will be like: “How much did you spend on that computer?” and the answer is: $950.
So yes, normal people could use better graphics. I’m not some crazy uber geek with a $6000 computer(just a normal geek).

Possible additions:
Bump mapping. Cheap way to make things appear more 3d.
Super AA (draw at double resolution, scale down, future proof)
Voxel models/textures.
Another lightmap model: make a second screen, this one is an additive screen, each object reflects light to the second drawing board according to the laws of color (additive, then multiply) so for example, a candle would be yellow on the emitter lightmap, but a chair pitch black. Then after being lit by the candle you preform additive to the chair’s lightmap, and multiply it by the texture of the chair. A third map could be added for reflectivity, but I don’t know if that would be easy since I don’t program graphics.
Better textures.

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 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 Report5359NoRendering IssuesMediumNewPhenha PhayethorKlyros colour change13.11.20112 Task Description

I play a Grey Klyros male and after I got my robes I noticed that if I put them on and took them back off, my arms became blue.
This is an easy bug to recreate, all it requires is a grey klyros and a robe.

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 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?

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 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.]

Bug Report5213NoCharacter CreationMediumNewRalph Campbelldon't hardcode race to set gender in pawscharcreatemain...16.05.20112 Task Description

Index: src/client/gui/pawscharcreatemain.cpp

— src/client/gui/pawscharcreatemain.cpp (revision 7252)
+++ src/client/gui/pawscharcreatemain.cpp (working copy)
@@ -1012,10 +1012,9 @@

   view->Show();
   view->EnableMouseControl(true);


- //temporary hardcoding needs removal
- maleButton→SetEnabled(id != 9);
- femaleButton→SetEnabled(id != 9);
- if(id==9)
+ maleButton→SetEnabled(currentGender != PSCHARACTER_GENDER_NONE);
+ femaleButton→SetEnabled(currentGender != PSCHARACTER_GENDER_NONE);
+ if (currentGender == PSCHARACTER_GENDER_NONE)

   {
       maleButton->SetState(false);
       femaleButton->SetState(false);
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 Report4735NoSettingMediumNewweltallnpc with -01.10.20102 Task Description

The engine code was clearly coded to not allow - so till a different decision is taken these npc are all bugged and should have the - stripped

Brintec Dev-Onni
Vladovic Chel-Astra
Sharven Xant-Areth
Uri Djho-Maat

thanks to Vakachehk for the list

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.

Bug Report4588NoUser InterfaceLowNewTereayMisrepresentation of the character in the Inventory27.07.201022 Task Description

Misrepresentation of the character in the Inventory
All my dwarves (dark haired) are affected
I use a self-compiled client (0.5.4/0.5.5)
The same on Windows (0.5.4)

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 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

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 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 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 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 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 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 Request1804NoLowNewQia FaskUse of containers holding liquids is unrealistic (mugs,...06.07.201322 Task Description

Mugs are a staple of RP for many people, but their use is currently quite unrealistic – you “drink” away a solid glass object.

What I proprose to fix this may not be purely realistic, but at least makes sense.

When an object is consumed, it should leave behind an “empty” (mug, potion bottle, jar, etc.) which will appear in the inventory. The cost of items which come in containers should be increased, as “deposit” or sorts, like when people buy pop or beer in real life. People would be able to sell the empty back to reclaim their deposit.

In the case of mugs of alcohol, they could be strewn about on the table as the drinking goes on, so people know who’s been drinking too much. There wouldn’t be any worry about “littering”, as there would always be someone willing to pick up after and return them to Allelia or Brado for the deposit money.

If this is implemented, it would also allow for future features like being able to return to Allelia or Brado for a “refill” without needing to pay the deposit. Same for potions and other items that are sold in containers.

Also the possibility of putting other liquids into the containers. It would be neat for example to be able to stop by the secret garden and fill up a bottle, mug or bucket with fresh water from the pool (it could be done by the usual right-click method on an object).

I feel these sorts of things would help improve the RP and realism a great deal.

Feature 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 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 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.

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

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

Bug Report8003NoBugtrackerHighUnconfirmedTutharelArmor/tools never decreases in quality no matter how mu...04.05.20241 Task Description

A while ago I spent some time fighting some enemies, like ~20 hours worth of it over a week or two, and my armor has never decreased in quality. I think this is awful for the item economy. There is never any need to create new and exciting armors since once you have the set you want, you will never need to replace it. Almost every other item you use decreases in quality. I suppose tools could also be lumped into this as they also never decrease in quality no matter how much I mine, harvest, craft, etc.

Bug Report8001NoNPCLowUnconfirmedDaevaornMy drifter is a heavy alcoholic11.03.20241 Task Description

My drifter just ate a stack of Terevan Wine Bottles that I planned to temporarily put on the ground in order to mount.

This seems inappropriate (not to mention a costly habit)!

Feature Request7999NoCraftingLowUnconfirmedTrippedOnReality/EnarelAllow placing multiple items in a container with availa...16.01.20241 Task Description

For crafting where the container automatically starts working when an item is placed in it (stock casting tank, forges, furnace, skillets etc), allow the “prepare” button to place multiple items in at once either through selecting a quantity at the prepare stage as a stack and/or adding a “fill container” option for things to be placed until all the container slots are full/the player runs out of the required materials.

ex. When casting stocks, after clicking prepare, it moves the first set of sludges into the stock casting container, but then if I click prepare again while the item is still in the container, it won’t let me place another item until it’s removed even though I can move another stack of sludges in manually. it would be nice to be able to automate that as it will remove a lot of clicks and reduce the time needed to process materials.

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

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

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

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

Bug Report7990NoInventory/ItemsLowNewDaevaornMissing/Wrongly displayed CHR buff on Shiny-enchanted j...05.01.20241 Task Description

The item description of a “Shiny Major Gold Diamond Necklace” states that the item has a (base-?) buff of +3 CHR.

It hasn’t when equipped.

Either the description of the buff effects need a fix.

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

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

Bug Report7987NoBugtrackerLowUnconfirmedArireareAn Eager Claker Quest teleports to dryken plane06.01.20241 Task Description

after speaking with Sysial you are teleported to the dryken plane instead of the proper location

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 Report7979NoBugtrackerLowUnconfirmedDaevaornTuathanachGugrontid forge missing interaction buttons31.12.20231 Task Description

The forge at Gardr’s smithy does not offer the usual interaction button when opening the container window. There are simply no buttons.

Bug Report7976NoMagic SystemLowUnconfirmedDaevaornNPC structures cannot be attacked magically.01.01.20241 Task Description

(16:59:00) [chat] >You cannot cast Fist of the Volcano on Eagle Gobble Hut. You can only cast it on living enemies.

If you can destroy the hut, it should also be possible to apply destructive magic. A living body should be the greater obstacle for magic to overcome when compared to inanimate objects.

Bug Report7975NoCraftingMediumCould not VerifyStalfosRepair Weapons not working as it used to.11.03.20241 Task Description

I had heard that over a skill threshold, repairing weapons/armour does not reduce maximum quality.
Yet I repaired a weapon with 201 skill (with jewellery) and dropped from max quality of 200 to 199.

Maybe the Jewellery isn’t working properly, as without it, I would be under the threshold I had heard about.

Also Bones attribute was not removed, the whole reason I repaired it at 197/200.

Maybe this is as intended, but if Bones cannot be removed, then getting a Masterwork Bones Platinum Sword from your first and only run through of the Keen Edge quests (currently not completable) is xtremely bad luck after the time it takes to get 100 in sword (even more in UE).

Bug Report7974NoQuestsMediumUnconfirmedDaevaornRepeatable quest awarding faction points for the wrong ...16.12.20231 Task Description

Sat 02-Dec-2023

(17:38:51) [chat] Daevaorn: Here is the armour that you asked for. Plate mail pants and chain mail pants.
(17:38:51) [chat] >You gained 13600 experience points and 68 progression points!
(17:38:51) [chat] >You received 51 circle, 4 octa, 0 hexa and 8 tria.
(17:38:51) [chat] >Your Armor Making skill has increased by 1 point!
(17:38:51) [chat] >Your faction with Weavers Tree has worsened. (17:38:51) [chat] >You unlocked a new achievement: Achieve Velvet Glove in Weavers Tree
(17:38:51) [chat] >Quest Completed!
(17:38:51) [chat] >You have completed the A Measure of Protection quest!
(17:38:51) [chat] Kethzun Guthazik: You’re done already?
(17:38:51) [chat] >Trade complete

At first I was wondering about points being deducted until I got the information that this is regular procedure when hitting the cap value.

However I was surprised to see that
- a smith awards faction points for the Weavers’ Tree
- there are faction points awarded at all for one of the skill quests that can be done (at least theoretically) up to

Feature Request7973NoBugtrackerLowUnconfirmedMalunga LeebooLet's add a drop confirmation dialog.15.12.20231 Task Description

After dropping several valuable items through world geometry without a chance to get it back I’ve got an idea to add a confirmation dialog for drop action.

Bug Report7967NoBugtrackerLowCould not VerifyThosorlose ability to click anywhere during combat01.01.20241 Task Description

When shooting rogue with bow and arrow, suddenly rogue is dead, although standing and his health still 50%.
Right click after tabbing out of combat to loot. loot icons and others show up, but then nothing is clickable.
KB works, can call inventory, etc. Pointer shows and moves. no ability to click anywhere.

Bug Report7954NoCraftingMediumUnconfirmedTrippedOnReality/EnarelWorking with Stock and Working with Rare Stock Books Mi...04.12.20231 Task Description

Working with Stock and Working with Rare Stock books are missing the recipes for heating ingots/stocks in the forge in 0.7.39.

Showing tasks 201 - 250 of 648 Page 5 of 13<<First - 3 - 4 - 5 - 6 - 7 - Last >>

Available keyboard shortcuts

Tasklist

Task Details

Task Editing