|
|
Feature Request |
4660 |
No |
Combat |
Medium |
Unconfirmed |
nander |
|
Combat system |
2010-08-11 |
nander |
0 |
|
Hi,
At the moment, I didn't really enjoy the combat in Planeshift. It seems too passive to me. Maybe a different combat system could make this more fun to do. I would say this has a very high priority, since combat is like 50% of an mmorpg.
I have played quite some MMORPGs , and there are like 2 schools of combat systems so far, one beeing heavily used, and one beeing more a special kind of thing. Also: doing everything with chat commands seems a bit strange to me. This system creates (for me atleast) a big barrier between me and my character.
The first system is a system everybody knows, and it's the system as used in World of Warcraft. I would rather not use this system, because it lacks originality, and isn't terribly fun to play.
The second system is a system with no auto-aiming. Example: Dungeons and Dragons Online. It makes combat much more a question of skill of the player, except a 'battle of the numbers'. Disadvantage however: not everybody will like this system. Special spells etc. are still fired with a hotkey bar. Unfortunately for this system, the best way of playing is just by spamming your attack button.
A third system is a very special one, and was only used in one mmorpg, the system as used in the Cronicles of Spellborn, a mmorpg that died this month. First of all, you have to aim yourself, a bit like in a shooter. Secondly, you have to evade attacks yourself. And finally, say goodbye to the traditional skillbar down in the screen, instead you have a cylinder kind of thing. First you get the choice of a limited set of attacks, you select one, and fire, and then this set get's to the background, and a second set shows up. This repeats, until you reach the final set, afterwards, you get the first set again. You get the possibility to choose the sets yourself while out of combat. This way you can't just spam buttons, you have to think about your strategy. |
|
|
Bug Report |
4659 |
No |
Models and Maps |
Medium |
Unconfirmed |
nander |
|
Unclean world mesh |
2010-09-07 |
Robert T Childers |
1 |
|
Position: Hydlaa-plaza -81.37 21.60 -106.32 instance 0. Small gap between vertical wall and floor.
Also: Sewer-lightblue01 -151.48 20.80 -87.75 Instance 0. Here are quite a few gaps in the mesh, and the roof of the exit doesn't have a width.
Edit: Also: Hydlaa-plaza -107.06 0.13 -159.69 instance 0. Gap where the terrain changes from rock walls to arch.
and: Hycorr2 -134.29 -0.47 -197.45 instance 0. Tiny gap in the floor,
and: hycorr2 -123.99 -0.47 -277.11 instance 0. Tiny gap in the floor,
and: outer 136.19 0.68 0.79 instance 0. gaps around exit of hycorr2. |
|
|
Bug Report |
4657 |
No |
Weather |
High |
Ready to test |
Mario Rohkrämer |
RlyDontKnow |
Rain on BDRoad2 crashes clients as soon as one enters |
2010-09-05 |
Luzino |
5 |
|
As soon as one passes the gate between BDRoad1 and BDRoad2, the client immediately crashes leaving the gate when there is bad weather with fog in BDRoad2.
Using GeForce 6800 GS in Windows XP 32b. No crashes with fog e.g. in Hydlaa. |
|
|
Bug Report |
4655 |
No |
NPC |
Medium |
Ready to test |
Nasha |
weltall |
NPC/ mobs do not fight back in Non- RP server |
2010-09-03 |
Azura |
8 |
|
None of the mobs are consistently attacking when attacked. For a short time they would fight back around 12 AM EST and 2 AM EST and then again from 12 PM EST to 2 PM EST. This bug makes training any type of armor impossible. The mobs perform perfectly in the RP server but not everyone wants to have to role play for a functioning game. |
|
|
Bug Report |
4651 |
No |
Crashes |
Medium |
Unconfirmed |
Mike Ttrushkin |
|
Client crashing when talking to Levrus |
2010-09-03 |
Mike Ttrushkin |
0 |
|
Hello!
I am experiencing a bug when trying to "talk" to Levrus (NPC). Client crashes immediately. Some other operations with Levrus like "give" and "train" work fine. This never happened before, but started about a couple a days ago. Client was restarted multiple times after this.
My platform is:
Intel Core i5 3.3 GHz, RAM 4 GB, NVidia GeForce 6600, OS Fedora Linux 11. |
|
|
Bug Report |
4648 |
No |
Magic System |
Medium |
Unconfirmed |
Spiritcatcher |
|
Electrotouch lost half its damage |
2010-08-08 |
Spiritcatcher |
0 |
|
Electrotouch went down from 19.something damage to 8.27 damage. i did train Red Way from 8 to 9 today, don't know if that's related. |
|
|
Bug Report |
4647 |
No |
Quests |
Medium |
Assigned |
Aljuvialle |
Alison Coleman, +6 |
Deelor and the Rat Hat quest state bug |
2010-08-12 |
Lanarel |
0 |
|
Hirenn maked for me 'Tanned rat hides', .. and I can ask about hides again and again! Yes, he doesn't accept it, but... this is wrong quest state! |
|
|
Bug Report |
4644 |
No |
Magic System |
Medium |
Assigned |
bonifarz |
RlyDontKnow, +1 |
Balance blockers in the magic system |
2010-08-10 |
Lanarel |
0 |
|
I would like to open a task that addresses a small collection of bugs, glitches or partially missing mechanics that I do consider the main reasons for the remaining balance issues with magic. Much effort has been put into revised spell rules, so I think addressing the following will be a comparatively small but important step. The purpose of this task is not only to summarize the problems and put them in context, but also to suggest some simple workarounds. I hope this does not cover any spoilers that would require a confidential task (which might exist already). If preferred, feel free to split this into child tasks.
**1) Interruption of spell casters**
A character that is not already in an attack stance will switch to a fully defensive stance when being attacked by means of combat mechanics. This is also true while casting spells and is probably intended to instantly interrupt the spell. However, the actual spell is not interrupted, even when being hit by multiple enemies while casting a slow spell such as missile shower.
//Suggested workaround://
None. I hope this one is easy to fix without the need of a temporary solution.
**2) Defense values while spell casting**
As a consequence of the mechanism described in point 1), spells may be cast while blocking attacks in a fully defensive stance. The spell casters damage output per time unit is not reduced. To compare, physical attacks are greatly reduced in defensive stance and absent in fully defensive stance. The intended behavior is probably a minimal prefactor in defense when unstanced, as the one in bloody stance.
//Suggested workaround://
It is probably not to complicated to force attacked unstanced characters into bloody stance (and if unresponsive, make them switch to fully defensive after less than 1.5 time units).
**3) Mana supplies as limiting factor**
This is a well known issue, but needs to be emphasized here. For as long as magic sleep is available in its current "implementation", spell casting is like playing with an infinite mana cheat, which obviously disables some aspects of balancing.
//Suggested workaround://
Until the engine supports the intended effect, the regenerative phase could have some heavy speedup at the costs of much longer casting times.
**4) Mental stamina as limiting factor**
The current rules for the use of mental stamina seem to make it widely irrelevant when casting spells. To get a regeneration rate lower than the stamina a low level caster can spend, you most probably end up with a negative amount of maximum mana. Even the fastest spellcaster with greatly debuffed mental stats cannot run out of mental stamina without consuming half of the stocks of an alchemist's shop. The intended feature is probabably a short time limitation for excessive spell casting, as mental stamina regenerates much faster than mana.
//Suggested workaround://
If there is no table of diversified mental stamina costs implemented yet, simply scale the value that is currently used, maybe by a factor of ten or twenty.
**5) Learning curve for hunting mobs**
I am well aware that there exist a few spells that support the mechanics to be less effective against certain victims than others and everyone is looking forward to the implementation of antimagic. Still, the vast majority of spells can currently take down any mob, regardless to the casters stats and skills. Even spells that deal reduced damage are highly effective against strong mobs, as the reduction is based on probabilities and few cases, but not additive as with weapons. A progression curve for hunting with magic is therefore absent.
//Suggested workaround://
This will be much less relevant once the other four points are resolved. |
|
|
Bug Report |
4643 |
No |
NPC Dialog |
Medium |
Ready to review |
Jerzy Kaufmann |
Alison Coleman, +6 |
Thorian Misspelling (Fur Quest) |
2010-08-25 |
drJack |
0 |
|
During the latter portion of the Brintec Fur Quest, Thorian speaks the phrase (in the fourth line) "and if someone told you something different, than he is wrong."
Of course, this should probably be "then" instead of "than." |
|
|
Bug Report |
4642 |
No |
GM System |
Medium |
Unconfirmed |
RlyDontKnow |
|
setskill doesn't update client |
2010-08-13 |
aurelynt |
0 |
|
if you set your skill via setskill, you don't get notified, so the skillist doesn't update |
|
|
Feature Request |
4641 |
No |
GUI |
Medium |
Patch Included |
Florian R. A. Angermeier |
|
Chat window - new chat.xml - should look nicer |
2010-08-03 |
Florian R. A. Angermeier |
1 |
|
It is not a big change but a polish for the chat window (advanced window).
I you like it and merge it into the trunk.
Edit: How could I add an attachment?
Edit 2: Should available here: http://www.2shared.com/document/AOeg8YcV/chat.html |
|
|
Bug Report |
4640 |
No |
Models and Maps |
Medium |
New |
e3k |
|
/unstick at magic workshop does not work |
2010-08-13 |
aurelynt |
0 |
|
i got stuck at pos: -160.39 -5.53 -57.20
/unstick says: moving back to a valid position in magicshopout...
but i dont move an inch. still stuck. |
|
|
Bug Report |
4638 |
No |
Items Characteristics |
Medium |
Unconfirmed |
Luzino |
|
Not-edible fish should not be food ingredients |
2010-08-01 |
Luzino |
0 |
|
Manta Rays (and probably also Lionfish) are not used as food according to their description, but for other purposes. Still they are listed as food ingredients. |
|
|
Feature Request |
4637 |
No |
Engine |
Medium |
New |
e3k |
|
my char wants to hold a night mushroom in his hand |
2010-08-13 |
aurelynt |
0 |
|
instead of a charmflower. |
|
|
Bug Report |
4636 |
No |
Engine |
Low |
Unconfirmed |
Scott Gibson |
|
Ghost mounts are sometimes created in the client |
2010-08-02 |
Scott Gibson |
0 |
|
After arriving in Oja, I dismounted from my drifter without stopping. A ghost of my drifter was left behind, visible only to me (gms and other players could not see the ghost).
We tried several tests. I could select the ghost, but could not do anything with it and the server reported that my mount was already gone. I could summon my normal mount, and he was fully controllable. The ghost mount was indistinguishable from my real mount, other than the fact he couldn't be controlled. I took a screenshot, and both mounts were visible in the screenshot.
As a test, a gm teleported me to the arena and back. The ghost mount was gone. |
|
|
Bug Report |
4635 |
No |
Crafting |
Medium |
Ready to review |
thob |
Stefan |
Unable to heat a stack of Steel Cheekplates |
2010-08-02 |
Lanarel |
2 |
|
I am unable to heat a stack of steel cheekplates.
This is possible with every ore I know, every ingot/stock I know and every part during the production of weapons. So it should be able with Steel Cheekplates aswell.
I think this applies to other new item in the book "Helms of Darmeth" aswell. |
|
|
Bug Report |
4634 |
No |
Crafting Transformations |
Medium |
Assigned |
thob |
Stefan |
Set of Steel Rings is not usable |
2010-08-02 |
Scott Gibson |
2 |
|
Using the Book "Helms of Darmeth" you are able to transform a heated steel ingot into one 'Set of Steel Rings' using the anvil with the hammer.
The problem is, that there is just one entry about these rings in that book:
'Shape Heated Steel Ingot into Set of Steel Rings using Anvil with a Hammer'.
That means you are not able to do anything further with these rings. NOthing useful, and.. more important.. you are not able to transform them back into steel ingots. |
|
|
Feature Request |
4631 |
No |
User Interface |
Low |
Prospect Task |
Daevaorn |
|
Emote "address" requested |
2010-08-04 |
Daevaorn |
1 |
|
In a conversation with more than one character it would be highly convenient to have a generic way of indicating whom your next line of chat is addressed to.
I propose the emote command **/address** to have the following effect:
- Without target: "//[character name] addresses the bystanders.//"
- Targeting a character: "//[character name] addresses[/turns towards] [target name].//" |
|
|
Bug Report |
4629 |
No |
Quests |
Medium |
Ready to review |
Mordaan |
|
'Jecascis wants a new sabre' typo/grammar |
2010-08-02 |
RlyDontKnow |
0 |
|
A line of dialog in the quest "Jecascis wants a new sabre" states:
"They seem to looks fine..."
That should be look, of course. |
|
|
Bug Report |
4628 |
No |
Sound |
High |
Assigned |
Teriki Tora |
RlyDontKnow, +1 |
sound leaks memory |
2010-08-24 |
RlyDontKnow |
1 |
|
After reading the memory leak upon spell usage, I remembered that I was also receiving a memory leak, but my character doesn't use spells!
[[http://www.hydlaaplaza.com/flyspray/index.php?sort=asc&order=field4&order2=&sort2=asc&project=2&do=details&task_id=4322|Spellcasting leaks RAM]]
So I decided to document this problem using my ever-so-helpful task manager. I noticed that half the time, when the PSClient crashes, my Memory usage for the client is at 1 million KB. There is definitely something in the code that's been continually saving data to amass to this large quantity. Unfortunately I wasn't able to get the client to crash this time (the memory dumped from the 700,000 KB to the 400,000 KB), but I was able to document it.
{{http://img148.imageshack.us/img148/7092/psmemleak1.png}}
Notice that I have Photoshop Open as well. And that the CPU Usage is at the full 99% (Mine rarely hits 100% unless it's a major thing)
{{http://img138.imageshack.us/img138/8214/psmemleak2.png}}
The CPU usage is down, but my Memory usage went up! Photoshop's did as well, but only because I had 2 layers in one file instead of one.
{{http://img830.imageshack.us/img830/6524/psmemleak3.png}}
Holy cow! 700,000! Photoshop went up as well, but only because I now had 3 layers instead of 2 in one file. When my PSClient 'randomly' crashes, I notice that the Memory usage of the client exceeds 1 million! That's HUGE. |