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Feature Request | 7628 | No | Performances | Low | Unconfirmed | Carbo Boek | | Benchmarking Tool | 17.12.2022 | | 2 |
Task Description
In the server list, you could have another “server” that’s really stored on the local machine. In this server, it starts the player in a pit with a bunch of NPCs casting spells over and over. Maybe 5 NPCs repeatedly casting magic light, and 20 casting random spells. The pit should be a “worst realistic case” scenario so that players can tinker with graphical settings in there.
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Feature Request | 2721 | No | User Interface | Low | New | Andy | | Player shops - Trade functions for guarded items | 28.06.2022 | | 1 |
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.
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Feature Request | 3511 | No | Engine | Medium | New | Seytra | | Ideas for inventory accessibility | 15.02.2010 | | 1 |
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.
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Feature Request | 3649 | No | Movement | Medium | New | kjm | | Dismounting places player directly under/inside mount | 16.12.2009 | | 1 |
Task Description
After executing a dismount, I end up underneath (and partially inside of) the mount rather than beside it.
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Feature Request | 3981 | No | Inventory/Items | Low | New | Elvors Amenoras | | Disallow adding to forge/furnace if impossible | 14.02.2010 | | 1 |
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:
It runs counter to immersion. Stuff sitting in a hot place heats up in real life, it should do so in Ylliakum as well.
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.
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Bug Report | 4236 | No | Guilds/Groups | Medium | New | RlyDontKnow | | dr updates sent for group members without actors | 14.02.2014 | | 1 |
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.
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Feature Request | 4398 | No | Sound | High | New | | Mathias | Set all volume but npc speech to 20% when npc is talkin... | 19.04.2010 | | 1 |
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.
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Feature Request | 4799 | No | Inventory/Items | Medium | New | mike loeven | | add storage access inside guild halls | 01.01.2013 | | 1 |
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.
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Feature Request | 5168 | No | User Interface | Low | New | Mrokii | | Option for different label-colour for buddies | 20.04.2011 | | 1 |
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.
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Feature Request | 5259 | No | Crafting | Medium | Unconfirmed | nobody special | | Make Crafting more like combat | 03.07.2011 | | 1 |
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.
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Bug Report | 5816 | No | Rendering Issues | Medium | Unconfirmed | Roman Yagodin | | Hydlaa lights become wrong after moving between locatio... | 11.08.2014 | | 1 |
Task Description
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
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Feature Request | 5881 | No | Misc | Low | Unconfirmed | Gonger | | Report command: add "reason" | 20.05.2013 | | 1 |
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
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Feature Request | 6303 | No | Engine | Low | Assigned | Joe Lyon | Joe Lyon | Shortcut Bar - make Drag-n-drop swap icons instead of o... | 23.02.2014 | | 1 |
Task Description
Moving of a short cut overwrites the old one – likely to cause problems with people randomly deleting SCs they want. [FEAT]
(moved from defect # 6066)
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Feature Request | 6514 | No | Rules | Low | New | xola | | New item category for kran food | 01.04.2016 | | 1 |
Task Description
food for kra shall have new item category -it mess with alchemy preparations while its toxic for others races
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Feature Request | 6567 | No | NPC Dialog | Medium | New | mike loeven | | Make Npc's aware of nearby quest characters and attempt... | 22.08.2014 | | 1 |
Task Description
I would like to see npc’s function as locators for quest characters so that players can “ask around town” if they cannot locate the desired npc.
until now due to the gm’s policy about spoilers and the fact that most NPC’s are pretty much brain dead except for a few very basic responses it is sometimes next to impossible to locate a specific NPC without relying on another player or a wiki website as the information is not available ingame.
essentially I want NPC’s to respond to commands such as “do you know where I can find ‘name’” they should be able to check a database of nearby NPS’s and if they are in range they can point you in the direction or if not in range point you towards an NPC that does.
sample response. “yes i have heard of this ‘name’ you can find him over by “description of location pulled from database”.
sample responce out of range.
“I have not heard that name before perhaps you should try asking ‘NPC near desired character’ in ‘city near desired NPC’
but essentially make NPC’s able to give directions or information about other NPC’s or directions to nearby areas
right now it is nearly impossible to get any information about quests without relying on other players. Npc’s should respond to questions of this nature.
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Feature Request | 6576 | No | Engine | Medium | Unconfirmed | mike loeven | | Icon Editing System for Player Books | 06.09.2014 | | 1 |
Task Description
The game possesses many unused book icons that are actually quite interesting but not accessible in any way outside of the shortcut window.
I would like to see a icon selector integrated into the book writing window that allows you to select any book icon for the item’s appearance similar to the way you can assign these icons to a shortcut hot button.
additionally with this implementation there is no longer a need for Jayose to stock a different books for different colors as well as allowing player written books to be more easily distinguished from each other
it would add a fun little cosmetic aspect to role play allowing your ancient tome to look like an ancient tome rather than a hot off the press notebook
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Feature Request | 6600 | No | Engine | Low | Unconfirmed | Joe Lyon | | add command to list all public channels | 24.02.2023 | | 1 |
Task Description
Moved from ticket 5981, suggestion by Franta
it would be good to implement command with list of all public channels with something like /list [filter]. It would also show all channels you are joined with the corresponding number.
Example: /list gossip (talk with /1 <text>) auctions (talk with /2 <text>) hydlaa_chat (not connected) gobble_hunt (not connected)
the same list with filter as parameter: /list go gossip (talk /1 <text>) gobble_hunt (not connected)
the same list with special case for only connected channels: /list # gossip (talk with /1 <text>) auctions (talk with /2 <text>)
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Bug Report | 6664 | No | Sound | Medium | Unconfirmed | Joshua | | Instrument White Noise (Lute & Lira) | 06.11.2014 | | 1 |
Task Description
Some of the musical notes, when using the Lute and Lira (drum seems okay), have an annoying white noise in the background. The audio is not clean, and this can be bothersome particularly to people with high-end headphones who may be able to hear it better. I am not sure if this is audible to all players, but it certainly should be to anyone with a good pair of headphones.
Some popping sounds can also be heard.
I am not too knowledgeable on music, so I can’t say which notes specifically have unclean sound, but I think since it can be heard plainly it should be easy to find out.
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Feature Request | 6703 | No | User Interface | Medium | Assigned | Tuathanach | Joe Lyon | how code handles missing gui items | 20.12.2014 | | 1 |
Task Description
Would it be possible to change how the code handles missing parts of gui in xml, so it shows an error rather than crashing. example being with page numbers and using an old xml which did not contain them, client currently crashes as soon as you view a book. it would be nice to at least get a message pointing at cause
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Feature Request | 6788 | No | User Interface | Medium | Unconfirmed | Gonger | Joe Lyon | Split up System tab information | 18.03.2015 | | 1 |
Task Description
System tab: Could the information there be split up further, like for the logs, into something like combat, crafting, soul commands (emotes and interaction commands like /greet), so you can have more control what is shown in Main tab?
This was briefly discussed in the Dev meeting (22/02/2015), and should be assigned to Eredin.
Thank you.
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Feature Request | 6814 | No | Setting | Medium | Unconfirmed | Roman Yagodin | | Bring gods in the game | 03.04.2017 | | 1 |
Task Description
From game chat:
/tell Laanx Hi, Laanx! > Laanx is not found online.
Current /pray command is a shortcut for /emote pray, but it could be interesting to have separate command to pray gods (or specific god) for miracles or even ask them about something.
“Miracles” should be protective / healing spells, casted on character or group, or offensive spells, casted on enemies. Spell set could vary by god. Rate of success of appeal & spell power could be determined by character race, faction points, number of previous appeals (in the game day), sacrifices and also (maybe) current location, weather and time of the day.
If god name not specified, any god in the mood could answer to the prayer. Also, appeling to the more ancient gods (Laanx, Talad) should have lesser rate of success, but greater miracles or revelations.
Any character (even have no magical abilities and choose to be atheist) could use this command.
Gods could be implemented as (invisible) NPCs.
Example command formats:
Pray: /pray [godname] Ask: /tell [godname] [question] Sacrifice: /give [godname] [itemname]
Forum thread: http://www.hydlaaplaza.com/smf/index.php?topic=42207.msg477124#msg477124
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Feature Request | 6823 | No | Engine | Medium | Unconfirmed | Vonor | | [Engine/Settings] Add Regexp and wordlists to NPC Speec... | 24.11.2015 | | 1 |
Task Description
While the quest system has greatly improved in the years I’ve been gone, there are still things one needs to type to an NPC.
Currently NPCs are still dumb as bricks when it comes to understand what players “write” to them.
As the “writing” is supposed to be “speaking” one would assume that an a person would understand a word even if it’s spelled incorrectly.
For example - in a certain quest you have to tell a certain NPC the words “diamond and opal”.
If you spell the words wrong (e.g. opale) the npc refuses to help and you have no chance of repeating that step and thus are forced to finish the quest in another way.
With regexp in the engine the settings department could make the answer look like this: (?i).*diamond.*opal.*
This would match case insensitive on “it are diamonds and opals” as well as “diamondsopals” or “diamond opale” as well as many other possible phrases that include the words “diamond” and “opal”.
With wordlists settings could define a couple of spellings of certain words to match on in-word typos even. for example: (?i).*$quest_stepX_wordlist1.*$quest_stepX_wordlist2.* In the wordlist the settings dept could then, for example, define spellings like diamond, daimond, diamant and the like. That’s just an example though, I’m sure there are many more examples in game currently where a npc refuses to answer or you break a step in a quest only because you cnat type
As for the regexp, the PCRE library from Apache could be used, maybe. http://www.pcre.org/
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Feature Request | 7063 | No | User Interface | Low | Postponed | Yorlak | | Shortcuts should be different for each character on acc... | 21.11.2022 | | 1 |
Task Description
Log in with main char. create shortcut log out log in with another char. shortcut created with main character shows on all alternates.
Log in with separate account shortcuts from main account are also transferred to here
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Bug Report | 7324 | No | Characters | Very Low | Unconfirmed | Andrew | | Beard color of Ylian character created in legacy is dif... | 08.02.2022 | | 1 |
Task Description
I could have sworn when I created my Ylian character in legacy it had a dark beard, it shows up with a dark beard in legacy; in unreal the character’s beard shows up as blonde. Seemed peculiar
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Bug Report | 7604 | No | Combat | Low | New | KiFunStuS | | HP bar not diminishing when using Damage over time | 14.01.2023 | | 1 |
Task Description
Cast poisonous hail storm. health bar does not decrease even after creature has died
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Bug Report | 7754 | No | Bugtracker | Low | New | Haviland Tenouri | | Alliance chat goes to main | 18.10.2023 | | 1 |
Task Description
Chat for the alliance chat tab goes to the main tab.
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Bug Report | 7755 | No | Bugtracker | Low | New | Haviland Tenouri | | Help chat is broken | 17.02.2023 | | 1 |
Task Description
Messages to the help channel get lost, as if they were never written
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Bug Report | 7768 | No | Bugtracker | Low | Unconfirmed | Mewshad | | Metallurgy is not leveled (at metallurgy level 2) | 20.02.2023 | | 1 |
Task Description
So I was trying to smelt and cast iron but the metallurgy does not level up. Same with zink. The book “working with stock” only tell me how to smelt quicksilver, which does not even work at my level. Currently on metallurgy level 2.
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Bug Report | 7807 | No | Quests | Critical | Unconfirmed | Joko | | Starting Menitas Puzzle Quest crashes the server | 19.11.2023 | | 1 |
Task Description
Talking to Menita and confirming the quest with “I will try” crashes the server.
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Bug Report | 7867 | No | Combat | Low | Unconfirmed | Mewshad | | Sword skill is leveled by 1 practice point at every str... | 18.11.2023 | | 1 |
Task Description
On my character Mewshad: 90 AGI, 75 CHA, 154 END, 55 INT, 100 STR, 90 WIL at 13 lvl in Sword. At every attack, I gain 1 point of practice on the training dummy. This means I need to click 200 times to get to the next level. I also tried to do the “special attack” but same there. I think Endurance and Strength is the reason since before I increased these attribute, sword leveling was faster.
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Bug Report | 7874 | No | GUI | Low | Unconfirmed | Damola | | Does not scroll to the end of a multi line message | 07.01.2024 | | 1 |
Task Description
In addition to bug FS#7859 there is another scrolling bug.
PSUnreal scrolls down during chat, but on multi line messages it does seem to forget about the last line of the message. It scrolls down towards the second last line of the message.
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Bug Report | 7985 | No | Bugtracker | Medium | Unconfirmed | Tutharel | | Some people are reporting that, after a server crash, t... | 01.01.2024 | | 1 |
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.
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Bug Report | 8027 | No | Bugtracker | High | Unconfirmed | Thosor | | Loss of mouse in combat | 13.05.2024 | | 1 |
Task Description
Coming soon…
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Feature Request | 2631 | No | Movement | Medium | New | Elvors Amenoras | | Running up slopes should be more taxing | 26.03.2009 | | |
Task Description
I consider it unrealistic how terrain is (not) interacting with movement.
As far as I know, in real life, every meter up is as taxing as ten meters across. (The factor of 10 is from a schoolbok, it might be a good idea to verify this from a professional source.) Going downwards requires concentration to avoid slipping and falling, and a surprisingly large amount of strength to absorb the shock from “falling” the height would lose with every step. (Walk down 250 metres of a moderately steep slope with a backpack on your shoulders and you’ll know what I mean.)
In terms of game mechanics, this would mean: * When running upwards, the speed should decrease and stamina loss should increase, and the cumulative effect of these two changes should be drastic. It’s possible to trade one change for the other: keeping the speed unchanged and massively increasing stamina loss would force players to rest, keeping the stamina loss constant would call for a massive speed reduction. However, I think it should be a little of both since that causes interesting effects (see below under “game experience”). * When walking downwards, there should be no stamina loss (you can make the physics work for you), and you should be faster, but you lose mental stamina. The less your mental stamina is, the higher the probability of slipping and falling. If you fall on a too-steep slope, you continue skidding. Falling should do damage that’s proportional to the total weight (character + load), blunt damage (not much help from armor); skidding should do damage-over-time, armor protecting fully (essentially this is abrasive damage, which is similar to slash - but don’t give characters armor training from that).
In terms of game experience, this would mean: * Getting up on a slope is a time-consuming experience, and almost never worth avoiding the walk around the hill. People will stay on the paths in the valleys. This will cause more interaction between normal travellers (and make Cutthroat Lane work better for the Cutthroads, too). It will also make people who leave the road more likely to remain undetected. * The Settings team can make NPCs less accessible and less likely to be found by placing them on a hilltop, or in a valley behind mountain pass. * Players with maxed stats have less issues with upward slopes than newbies, but they will still avoid slopes unless they have reason to. * Hilltops will become a tactical advantage. An attacker will need far more time to reach a defender on the top, and expose himself to ranged combat for a longer time. (Take this into consideration when reducing the effectiveness of long-range combat spells; ideally, a mage would win against a fighter from a hilltop, and lose against a fighter on even ground.) * Hilltops also become a bit of a trap. Defenders forced to flee from a hilltop risk falling and getting overwhelmed. * Pursuing down a hilltop is problematic due to risk of falling. Defenders might want to hide a pursuit team in a nearby valley that’s near the height of the route of the attackers, though that would force them to split up forces. Decisions, decisions… which means tactical variation, which is a Good Thing when it comes to making the combat aspects of the game interesting :) * Reaching the Eagle Bronze Doors takes a lot of time already, making them even less reachable will no doubt make many players very unhappy. An alchemist that sells stamina regeneration potions at the bottom of the path up would help with that.
Just my 5 cents :) (and no, I don’t expect this to be implemented anytime soon :D )
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Feature Request | 2767 | No | User Interface | Medium | New | Andy | | Saving throw commands for Roleplay | 20.02.2009 | | |
Task Description
Saving throw commands for Roleplay
Example:
/dodge
ROLL =< AGI results in “[player] dodges.” ROLL > AGI results in “[player] does not dodge.”
/jump
ROLL =< AGI results in “[player] makes jump.” ROLL > AGI results in “[player] misses jump.”
/sing
ROLL =< CHA results in “[player] sings a lovely song.” ROLL > CHA results in “[player] lets out an awful screech!”
ROLL = random(200)
Might also be expressed like…
/saving agi dodge dodges|does not dodge /saving agi jump makes jump|misses jump /saving cha sing sings a lovely song|lets out an awful screech!
Variations on this are almost endless and could apply to any stat or skill. Saving throw commands are designed to be used by a single player, with the results shown in the channel originating the command.
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Feature Request | 2777 | No | Quests Dynamics | Low | New | weltall | Rizin | Shared Quests | 12.07.2009 | | |
Task Description
There should be a way for players in groups to share quests they are doing. So they could talk with others about them and do them together. All will get the quest complete when they complete the task given by the npc (and maybe a copy of the reward for each one): this could make quest allow players to socialize more. The biggest problems in implementation could be the case in which quests might overlap, the fact players might want to chose the quest they want to share and the variations which could be in dialogs when talking with a group of people versus a single one. The players will get the shared quests added automatically even if they didn’t have them provided they have the correct prerequisites
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Feature Request | 2778 | No | Quests Dynamics | Low | New | weltall | | Group Quests | 01.04.2010 | | |
Task Description
This is an entirely new class of quests where the person or persons who originally get the quest are asked to form a group to solve some more complicated task or martial challenge. Once the quest is completed each member can then “turn it in” or go to the originating NPC for a reward. Unlike shared quests, it will be impossible to finish grouped quests without the aid of other players. This is intended to promote teamwork and to give a more deep and realistic experience to players.
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Feature Request | 2951 | No | GM System | Medium | New | A. Kiefner | | /petition improvements | 28.06.2022 | | |
Task Description
1. Ability to teleport to the player from the petition window 2. Player side: /petition should open the petition window with a short introducing text (in another text window?) how to use the petitions (not to post wishlist items there, how to use (possible) categories..) 3. There should be a drop-down menu for selecting a category [Not Specified; Movement; Bugreport; Name; Event; Harassment; Quest; Miscellaneous] to classify the report. This could be used for statistical purposes post-process as well. 4. A button to mark the petition as URGENT which will add a parseable <star><star> URGENT<star><star> (<star> = *)to the header of the petition so our post-processing tools (aka gmbot) can forward/poke outside the game. (This is important!) 5. Before the petition is finished there should be a preview to check everything again, to make last changes. 6. As long as the petition is unassigned the button shows “claim”, once claimed the button shows “release” to unassign the petition again.
Request from FS#3092 :
“In the GM petition window, there should be a button ‘Guidelines for petitioning’ and when you click it, it gives just that. Guidelines for petitioning.
I recently filed a petition and didn’t know what to include, what was superfluous, whether it was too long winded or not, etc.”
Request from FS#3101 :
“We need enhanced petition system to allow adding several notes and note titles, as well as ability to review closed petitions. The ability to add several notes to a petition would also help us handle an issue, then log off, but leave notes for other GM’s to review what we have done and pick up / complete.”
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Feature Request | 3081 | No | GM System | Very Low | New | Rizin | | Teleport Mod (Or Event) | 28.06.2022 | | |
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.
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Feature Request | 4256 | No | Quests | Medium | Assigned | mickra | JayRuaanAlison ColemankatuRon WhitbySemutaradrJack | Tilavi is in trouble, option request | 05.08.2010 | | |
Task Description
The quest objective is to help a certain NPC find a missing object, that's what my char agreed to do. After finding the object and proceeding to final steps I suddenly receive a ready-made line "X listens to your story" and find my char spilling its friend and ally's whereabouts to X, with me having absolutely no means to prevent or stop it. Honest, it feels like being godmodded by the quest system and is awfully disappointing, to say the least. It also clashes with the general idea of quests being done ICly.
Dear Devs, please add a "not squealing" option, something like "I've just found it somewhere" and let the player deal with one of the main ingame alignments (Law) according to that player's RP. The way it is done now, it's not C&C, it's M&C, having to bear with consequences of the game mechanics, and somehow it doesn't feel right… at all.
PS Ver: 0.5.3
(Edited for clarity.)
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Bug Report | 4369 | No | Sound | Medium | Assigned | | Mathias | Sound Bugs Effects/Spells/Etc | 14.08.2010 | | |
Task Description
List of all bugs regarding sound to be fixed for next release.
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Bug Report | 4505 | No | Engine | Medium | New | CXDamian | | buddy command - toggle behavior | 12.06.2010 | | |
Task Description
friends list does not display all friends after using command line without add/remove(onoff), may remove other entries.
starting with no friends:
‘/buddy abcdef’ = ‘abcdef is already on your buddy list’ (refresh friends window, abcdef was added)
‘/buddy abcdefgh’ = ‘abcdefgh is not on your buddy list’ (refresh friends window, abcdef is no longer listed, abcdefgh is not listed)
‘/buddy abcdef add’ = sometimes added, sometimes not
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Feature Request | 4513 | No | User Interface | Medium | New | Mario Rohkrämer | | Combat ratings in /targetinfo should mention a defense ... | 07.06.2010 | | |
Task Description
It is only partially helpful to estimate if an opponent is more or less stronger than my own char, as long as I don't estimate its defensive qualities too. I would like to see a pair of chances to get hurt by it, and chances to be able to hurt it. Especially since some oppoments are so well armored that even "Extraordinary" quality crafted weapons won't do any damage as long as the character has only average weapon skills. And it is quite vital to estimate the chance of breaking the armor before starting a fight. Even if the opponent is "about as strong as" the character, it is not just risky but suicidal if the opponent is the only one which has any chance to hurt.
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Feature Request | 4519 | No | User Interface | Very Low | Unconfirmed | Kaerli Stronwylle | | Cannot have multiple windows of one type open at the sa... | 08.06.2010 | | |
Task Description
This is most limiting when trying to juggle multiple containers (such as the furnace and the stock casting) at once.
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Bug Report | 4809 | No | Engine | Medium | Unconfirmed | mike loeven | | cannot defend yourself if another player engages the mo... | 01.01.2013 | | |
Task Description
i ran into a bug that nearly got me killed today. i was fighting gobbles and i ran low on health and had to run away. as i was running another player cast flame burst on the gobble chasing me.
the gobble chasing me did not stop chasing me but i was no longer able to attack it because it said i must be grouped with X mean while the gobble was still damaging me.
this can be fixed one of 2 ways. the targeted player always has kill rights on the monster or the monster changes it’s target when a new playr engages it.
but as it stands it is rather scary when your being attacked and cannot defend yourself due to a bug in the kill stealing prevention system.
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Bug Report | 4854 | No | Map Textures | Low | New | aurelynt | | Sky texture not correctly mapped to skydomes | 18.12.2010 | | |
Task Description
The skybox texture doesn’t seem to be correctly scaled to the skyboxes. Its borders are cropped and this results in very sharp and somewhat odd skylines:
PS 0.5.5
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Bug Report | 5099 | No | Models and Maps | Very Low | New | Mario Rohkrämer | Talad | guildlaw: Paragraph symbols are mirrored | 19.03.2011 | | |
Task Description
The paragraphs ‘§’ on the walls of the guild house map “guildlaw” are mirrored. For years already (just always forgot to report it).
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Bug Report | 5204 | No | Bugtracker | Medium | Unconfirmed | Shinobu Maehara | | When receiving a bugtracker account, a non-existing ver... | 02.12.2021 | | |
Task Description
When I received the account confirmation message in my inbox, and then clicked on the link, it asked for a verification code. But there was no textbox to enter the code, and it wasn’t in the message sent. Fortunately the login turned out to work just the same - all mention of verification codes should be scrapped.
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Feature Request | 5221 | No | Engine | Medium | Assigned | Viken | Venalan | Making Metal Stock in Ojaveda | 18.09.2014 | | |
Task Description
I just did this quest, and it turned out to basically be “Give Trasok 100 tria so he can explain what you should already know if you have the book.” It has no reward other than a few Crafting Association points, which is pretty much worthless. Could you guys either remove this quest or make it give some real rewards? Thanks…
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Bug Report | 5271 | No | Movement | Medium | Unconfirmed | Vakachehk | | Amdeneir Tavern bed's Canopy too low to use | 09.07.2011 | | |
Task Description
The bed’s canopys in Amdeneir tavern are too low for anyone/race to use the beds.
Picture depicting Vakachehk being to tall to get under the bed canopy
You might be able to use them if we could some how have a lying down command and be able to scoot over. Or right click the bed and click ‘Use’ and our character’s automatically lay on the beds. However they’re unusable at the moment.
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