PlaneShift

Task TypeIDPrivateCategorySeverityStatusOpened by  descAssigned ToSummaryLast Edited[[changedby]]
Feature Request4727NoNPCMediumNewRlyDontKnowRentable mounts12.09.20103 Task Description

FR by Vakachehk:

I have an idea for mounts which will need some changes to some maps.
For Rivnaks (maybe Drifters too) having stables in which without a ring you may summon them, and dismiss them, without any skill of any ring needed, maybe a tria fee of like 50trias every summon/dismiss (of course there's the obvious issue you un-mount and leave your Rivnak somewhere, either the game automatically dismisses it or it is able to be stolen via a player, or a mechanical guard comes and takes it back to the stable or whatever). Using your Ring of Summon Familiar you can use the skill Empathy to dismiss/summon/etc, anywhere at any time.
Also I was thinking about the skill 'Riding' maybe this could be trainable and used in combat while on your rivnak?

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

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

Bug Report5778NoUser InterfaceMediumUnconfirmedRii Rii/join /leave don't match25.09.20123 Task Description

Accorind to the /help menu, " should be able to say "/join 0" and then "/leave 0", but /leave does not leave "0". Intead it says, "Please specify a chennel hotkey number to leave". Am I supposed to know what a chennel hotkey is?

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 Report5786NoModels and MapsMediumUnconfirmedRii RiiDungeon darker at night23.09.2012 Task Description

I think the dungeon is darker at night. I need a torch then. This makes no sense.

Bug Report6314NoPetsMediumAssignedRigwyn SetsonRalph Campbell/pet petname, dismiss is broken19.02.20141 Task Description

the command "/pet Petname, dismiss" stopped working in the last few days.

"/pet $number, dismiss" does not work either.

The following does work:

/target Petname
/pet dismiss

Bug Report6332NoClient start-upMediumUnconfirmedRigwyn SetsonCrash starting client14.05.20143 Task Description

This is kind of stupid, but I noticed that if you run pslaunch, then click on “Play” before the client version and launcher version is displayed, the client will crash. It might not hurt to lock the play button until the launcher is fully initialized. Its a small bug, but probably quite easy to fix.

Feature Request6817NoInventory/ItemsMediumUnconfirmedRichgarUnintuitive Placement Order of Picked Up Items28.07.20153 Task Description

Items that are picked up should go into the upper-left most container in our inventory that it can fit into. This will allow players to choose the order they want their inventory to fill up. When my main inventory is full, items start going into my glyph sack instead of the four empty small cloth sacks available. Thank you for your time :)

Bug Report6190NoEngineMediumUnconfirmedRezso GajdoczyRemoving guilds from alliances (/guildremove)14.10.2013 Task Description

messages.cpp misses another operand?

if(command == “/newguild” || command == “/endguild” || command == “/guildname” || command == “/guildpoints” || command == “/allianceleader”)

 {
     guildname = words.GetTail(1);
     return;
 }
Bug Report6191NoEngineMediumUnconfirmedRezso GajdoczyCommand - /guildmotd14.10.2013 Task Description

Setting guild MOTD is accidently tied to public notes privilege?

guildmanager.cpp

  if ( ! IsLeader(client))
      if ( ! CheckClientRights(client, RIGHTS_EDIT_PUBLIC, "You do not have rights to change the message of the day in your guild."))
          return;
Bug Report5173NoQuestsVery LowPostponedResildrendrJackMaster in the Circle Way quests22.12.20133 Task Description

Upon completion of the without a way quests ( In my case Crystal Way ) govell sends me to Levrus log:

[NPC] Govell Mihdren says: This will prove the mastery you gained in the Crystal Way.
(06:14:52) [NPC] Govell Mihdren says: Make a good use of it, Resildren.
(06:14:55) [NPC] Govell Mihdren says: And take this.
(06:14:58) [NPC] Govell Mihdren hands you an amulet.
(06:15:00) [NPC] Govell Mihdren says: Bring it to Levrus, one final lesson awaits you there.

but Levrus will not accept it, to make sure I completed my leveling (200) and returned, and he will still not accept it?

I’ve talked to other masters of the other ways and this seems to be a global problem, is this just not implemented yet, or is it a bug?

Feature Request7325NoCharacter CreationMediumUnconfirmedRegina MusialRequest for Back-Button and Speaker-Update28.10.20211 Task Description

Hello, Dev-Team,

here are two requests for the character creation in psu:

1. The speaker speaks too quietly! I know its you, Talad, but the background music overwhelms your voice!

2. I miss a “Back”-Button because if i go into the chara creation but dont want to create a new character and want to go back to my character which already are there!

Bug Report6172NoUser InterfaceMediumUnconfirmedRasaratInterface>Advanced-Chat>Main chat brackets option broke...03.10.2013 Task Description

This appears to be an option to have lines that appear in Main chat prefaced by origin e.g. [guild], [alliance], etc., provided a user has filtered messages from other chat tabs to appear in Main. However, it seems to work whether or not the option is enabled. Is this a bug or just deliberately no longer an option?

Bug Report6177NoUser InterfaceMediumUnconfirmedRasaratInterface>Advanced-Chat>'Auto Tab selection' options br...14.10.20131 Task Description

Regardless of which of the three options is selected, communication seems to switch the active tab automatically to Main if the current tab can't display it. Bug or intentional?

Bug Report6193NoGuilds/GroupsMediumUnconfirmedRasaratCommands>Guild commands>/setmemberpermissions16.10.2013 Task Description

My understanding is that /setmemberpermissions [member-name] should allow a user with editing permissions to set/change individual guild member permissions, but the command seems to be broken. A bug or intentional?

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 Report5923NoSpell FormulasMediumNewRalph CampbellDavide Vescovinimagical protection spells ineffective30.05.20205 Task Description

My character was attacking a Rogue in fully defensive mode with the following spells active and the damage was not noticeably reduced.

Animate Vegetation
Armoured Skin
Defensive Wind
Dome of Perfection
Lesser Future Sight
Rock Armor
Water Barrier

This is ridiculous.
One of these spells should have some protective effect and all of them active at the same time should have some additive effect.
Character was wearing no armor at the time.

Feature Request5693NoClient start-upLowNewRalph CampbellAdd 2560x1440 to launcher11.11.20123 Task Description

I would like to see 2560×1440 added to the list of monitor resolutions in the launcher.
For example:

Index: src/pslaunch/pawslauncherwindow.cpp

— src/pslaunch/pawslauncherwindow.cpp (revision 8373)
+++ src/pslaunch/pawslauncherwindow.cpp (working copy)
@@ -342,6 +342,7 @@

   }
   else if(ratio == "16:9")
   {

+ resolution→NewOption(”2560×1440“);

       resolution->NewOption("1920x1080");
       resolution->NewOption("1366x768");
       resolution->NewOption("1280x720");
Bug Report5324NoEngineMediumUnconfirmedR.GuppyOutside guildhouse door icons missing27.07.20111 Task Description

Both guildhouses Call of Destiny and The Jumping Groffels, show no door icons from outside.

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

Bug Report6867NoInventory/ItemsMediumUnconfirmedQuentinequip/dequip items through shortcuts bug02.06.20161 Task Description

I recently wanted to create a shortcut to summon my Rivnak, but it doesn’t work exactly like it should…Here are the commands of my shortcut :

/dequip leftfinger
/equip Ring of Summon Familiar
/pet summon Bigadin
/dequip leftfinger
/equip Crystal Ring

Of course, using the commands one by one in the chat works perfectly. But here is the chat log after using the shortcut :

Usage: /equip [stack count] [slot] [item name]
You feel a connection to your familiar.
You’ve gained 1 Practice points in Empathy.

Weirdly, it seems that when the last line is executed, my ring is still considered equipped, and so it cannot be equipped. I thought that with another item which exist in several copies, it would work through equipping another copy, but even that do not work. I tried using it with 2 Silver Rings in my inventory (so the line /equip Crystal Ring become /equip Silver Ring), and both when the quality is the same and when it is not (and so it doesn’t stack) :

You feel a connection to your familiar.
You’ve gained 1 Practice points in Empathy.
This item cannot be equipped.

I hope the informations are sufficient to allow you to understand and solve the problem.

Feature Request2205NoMiscMediumNewQia FaskMore user control over the loudness (range) of speech (...01.01.202294 Task Description

As a heavy role-player, one of the most common annoyances encountered is that there is often no appropriate way to communicate to various groups of people.

Example one:

A group of five sitting around a table for an important meeting, talking in hushed voices. Currently the only option is to create a group for this, which is unrealistic, as people very close by should be able to listen in.

Example two:

Someone is standing in front of a crowd of people in the street, announcing something to them. Currently, the distance of /say is so tiny, that the only way to communicate to this group and have the people at the back hear you is to use /shout and have half the countryside hearing you.

Example three:

Sitting in the Tavern talking over a drink, not worried about your voice carrying. Currently, the distance of /say is so minimal, that half the Tavern will not end up hearing you. Using /shout would be considered very rude. No way to deal with this.

Solution:

/quiet - Speaking in a hushed voice to those nearby. Range limited to about 8 to 10 feet.

/say - Speaking in a clear, loud voice. Limited to a range of around 50 feet, which is quite a bit further than it carries to now.

/shout - Long range yelling. The current range of shouting would be fine.

Feature 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.

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.

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.

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 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 Request4110NoEngineMediumNewOrgonwukhMining while sitting on a mount should not be possible09.12.2022112 Task Description

It is possible to mine while sitting on a mount. I propose to remove this ability because it seems unrealistic to me.

Feature Request4318NoCrafting TransformationsMediumPostponedOliver NothersImplement Brass29.03.201435 Task Description

Since there is bronze (and more and more people work with it), and there is also zinc besides the tin to possibly combine with the copper - make brass available.
What other use was there for zinc anyway?
The actual mix should be similar to bronze, with zinc in place of tin to go along the copper.

Would also be great if there were finally possibilities to craft something out of those alloys…

Feature Request881NoCrafting TransformationsLowNewOFrank BartonRizinAngelaDavide VescoviniAnimal parts economy14.11.2023911 Task Description

I would suggest a specific hunting skill to “loot” animals instead of the current lottery system giving hides, claws, eyes, and whatnot.

Currently, anybody who can kill something can get enough parts by slaughtering a big amount of creatures. The skill would clearly separate the warriors from the hunters. Anyone can probably cut a rat’s tail, but skinning the animal is a bit more complex. And so on, some beasts will be more difficult to skin than others. Even proper meat is not obvious to extract from a carcass.

As a side effetc, maybe a killer could carry back the entire beast to a person capable of skinning/cutting it, if he doesn’t have the skill himself (it looks like some people can carry 400 kgs out there).

This incidentally could create a real market between players, akin to the economy currently existing around ore and weapons. Obviously, some PCs are going to be cooks, leatherworkers or alchemists.

This of course doesn’t apply to looting rogues, unless one can think of using human parts in some dark alchemy, or just carrying ears or heads as trophies.

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 Request6795NoCrafting TransformationsMediumUnconfirmedNoronelTuathanachRemove confusing Broadsword crafting steps22.06.20151 Task Description

I noted that previous bug report 4573, similar in nature, has been closed. I reached out to GMs and it was confirmed that once a broadsword has been furrowed into a blade then the only option is to then make it into a kit. The flow as of 04/04/2015 looks like stock>alpha>beta>delta>brittle>dull>rough>blade (gap) heated>super>red>stock.

If the expected results of working broadswords is to have them be a one time blade, then these extra steps (heated>super>red>stock) are confusing. If the expected results is that the broadsword should be able to be worked from stocks to blade to stocks then currently the step to make the (final) blade into a heated blade is missing.

Bug Report6272NoEngineMediumUnconfirmedNoobMaster's Dark Way Wand Crashes12.04.201432 Task Description

Crashes sometimes occur while unequipping a Master’s Dark Way Wand or mounting while it is equipped.

Bug Report6340NoGame BalanceHighNewnobody specialDavide VescoviniCommanding pets gives no experience and little practice24.03.20141 Task Description

Commanding pets is similar to combat skills in that you get no experience for using them but in the case of of combat you get the experience for the kill. I could not get my pet to attack with my 30 empathy, I was able to get a message that my pet targeted successfully as well as a message that my pet needed a target to attack.

Practice seems to have a cool-down period where subsequent commands give no practice. I would think that the cool down period should just be for identical commands, when you need to target something before attacking both actions should give practice.

It would be good to have some information on the state of pet activities.

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.

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 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 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.

Bug Report5684NoEngineMediumUnconfirmednobody specialProducts of enchantment should not be rated for rarity12.07.20121 Task Description

lesser piles of dust (seem to be from emeralds) get assigned a number that is negative. As these are not loot they should not be going through the function that assigns a value. Crafted weapons do not get a value.

Feature Request6101NoCombatMediumUnconfirmednobody specialallow ungrouped combat when attacked07.08.201318 Task Description

I am sitting in the gold mine near ojaveda and another player is hunting the ‘nauts. one of them runs away from his attack and starts hitting me. I get a few messages about those hits then a message that I have to be grouped with the other player when my auto-retaliate kicks in. This is not right. It is the behavior that has been implemented but I should be able to attack anything that is attacking me.

Feature Request6347NoNPC DialogMediumUnconfirmednobody specialadd non-quest dialog to dialog menu19.02.2014 Task Description

It would be useful to have some knowledge areas accessible through the drop down dialog system, perhaps behind a chooser toggle "quest/knowledge area"
The dialog could default to quest dialog always opening the list window with the no-quest error in place of the list if there is no relevant quest dialog and a button for showing the KAs. This way the useful information the npcs have is not lost unless you know exactly what to ask them.

Feature Request6356NoTraining & SkillsMediumUnconfirmednobody specialmax tempo default play28.02.20141 Task Description

Scores whose given tempo (beats per minute) is greater than the performers skill level would allow should play at the maximum tempo available to him unless it is specifically set lower than the max.
resetting the tempo with every repetition of the piece is counter-productive.

Bug Report6370NoEngineMediumUnconfirmednobody specialblack flame temple spire too low24.03.2014 Task Description

If you fall off the dais where the fire carkerass is and you have max stats you do not die and you cannot return to the temple. To get back you have to commit suicide.

Bug Report6376NoModels and MapsMediumNewnobody specialawkward wording on ylon dynari plaque02.04.2014 Task Description

the inscription reads that “Talad may bless the souls” this implies that he also may not. “May Talad bless” or simply “Talad bless” would be a plea for his intercession. “Talad blesses” would be an affirmation to the reader that they are indeed blessed by Talad whether or not it is actually true.

Feature Request6440NoEngineMediumUnconfirmednobody speciallog file for quest chat12.05.20142 Task Description

It would be extremely useful to have a dedicated file for all quest chat that you could enable.

Bug Report6462NoEngineMediumUnconfirmednobody specialSpell research doesn't interrupt crafting19.05.20141 Task Description

while hammering a heated alpha ps sba blade I was able to start spell research without int erupting the hammering.

Bug Report6509NoEngineMediumUnconfirmednobody specialsoftware sound does nothing18.06.2014 Task Description

On install, the launcher defaults to a software sound source which seems to do nothing. I get no sound from it in either windows or linux. Perhaps it should default to openal if that is the only sound system that actually works. Possibly the software selector in pslaunch should be removed or renamed “no sound”

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

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

Bug Report6562NoEngineMediumAssignednobody specialDavide VescoviniJoe LyonEnchanting armor error - Brigandine helm26.09.20141 Task Description

In the enchanting armor book the recipe for enchanting brigandine helms calls for combining a mercenary helm and a set of steel plates into a brigandine helm kit. This does not work. In order to create the kit, you need to use the helms of darmath book. Otherwise the process works.

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.

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