https://wiki.shartak.com/api.php?action=feedcontributions&user=Dr.+J&feedformat=atomThe Shartak Wiki - User contributions [en]2024-03-28T10:59:15ZUser contributionsMediaWiki 1.33.0https://wiki.shartak.com/index.php?title=User_talk:Murk&diff=2564User talk:Murk2006-03-13T09:31:16Z<p>Dr. J: </p>
<hr />
<div>I have created an online and highly detailed map which all Shartak users can contribute to... To see the map so far, and join the project, go to [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP project website] and check it out.<br />
<br />
Hope you don't mind but I am putting this on the front page so more people will see it, too bad I don't have GPS I'll have to go find one..... --[[User:Daylan|Daylan]] 00:11, 12 March 2006 (GMT)<br />
<br />
They aren't TOO hard to find, in the outsider camps anyway, not sure if they can be found in native camps or not. --[[User:Murk|Murk]] 01:01, 12 March 2006 (GMT)<br />
<br />
See here: [[:Image:Dr_j_map0.png]]. Any way we can combine them? How are you storing your data? --[[User:Dr. J|Dr. J]] 14:53, 12 March 2006 (GMT)<br />
<br />
Another thing - you want to be careful as when people are not on ground level you'll get spurious data. --[[User:Dr. J|Dr. J]] 16:14, 12 March 2006 (GMT)<br />
<br />
Interesting.. hmm.. my data is in a database, how is yours stored? I could process your PNG I guess and merge the inherent data with my database and produce a combined image.. looks like you've used the colours from the HTML which helps, but i'd be missing other data collected by the uber map project, such as the location of huts and trees. Do you have that data too? --[[User:Murk|Murk]] 20:36, 12 March 2006 (GMT)<br />
<br />
Mine is in a database as well: x, y, z, name (e.g. Jungle), type (e.g. density0), icon, npc (just for Shamens), explorer (the person who submitted the square). --[[User:Dr. J|Dr. J]] 21:21, 12 March 2006 (GMT)<br />
<br />
Ok, well, I don't collect the explorer... because I decided that there is a potential privacy issue that should probably be thought about first, but I collect the name as you do, the density and the icons (meaning huts and trees I guess, the "class" data from the table TD tags). I also record the time the square was submitted. Do you want to send me your X,Y,Name,Density,Icons data with time stamps for when it was recorded then, and i'll merge with my data and send you back the super set? How does that sound? --[[User:Murk|Murk]] 21:39, 12 March 2006 (GMT)<br />
<br />
I collected the explorer so that I could collect data for my characters that didn't have a GPS and then shift all of their additions when I knew where they were. As it was only me, privacy hardly mattered. I've not got time stamps, but that shouldn't be a problem. What format do you want it all in? I could give you access to my database for a bit if that would be easier. --[[User:Dr. J|Dr. J]] 23:26, 12 March 2006 (GMT)<br />
<br />
No worries about the time stamps, it's the least important bit. I'll leave your time stamps as null, or perhaps set them to me 2 weeks ago so the data is distinguishable. As for format, hm, probably doesn't matter as long as I can parse it, but, how about a CSV or something? If so, "X","Y","Description","icons" would be ideal... how's that? --[[User:Murk|Murk]] 23:50, 12 March 2006 (GMT)<br />
<br />
Ooh, I see you're collecting data about squares' names. Any plans for a map colored purely by square type? That is to say, village areas all one color, generic "Jungle" all one color, and then grassland, beach, water, and so on? --[[User:Berry|Berry]] 05:03, 13 March 2006 (GMT)<br />
<br />
CSV should be fine. It might have to wait for a while as, with typical good timing, I need a new hard drive as the current one seems to be dying. A map purely by square type would be easy. -- [[User:Dr. J|Dr. J]] 09:31, 13 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User_talk:Murk&diff=2553User talk:Murk2006-03-12T23:26:20Z<p>Dr. J: </p>
<hr />
<div>I have created an online and highly detailed map which all Shartak users can contribute to... To see the map so far, and join the project, go to [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP project website] and check it out.<br />
<br />
Hope you don't mind but I am putting this on the front page so more people will see it, too bad I don't have GPS I'll have to go find one..... --[[User:Daylan|Daylan]] 00:11, 12 March 2006 (GMT)<br />
<br />
They aren't TOO hard to find, in the outsider camps anyway, not sure if they can be found in native camps or not. --[[User:Murk|Murk]] 01:01, 12 March 2006 (GMT)<br />
<br />
See here: [[:Image:Dr_j_map0.png]]. Any way we can combine them? How are you storing your data? --[[User:Dr. J|Dr. J]] 14:53, 12 March 2006 (GMT)<br />
<br />
Another thing - you want to be careful as when people are not on ground level you'll get spurious data. --[[User:Dr. J|Dr. J]] 16:14, 12 March 2006 (GMT)<br />
<br />
Interesting.. hmm.. my data is in a database, how is yours stored? I could process your PNG I guess and merge the inherent data with my database and produce a combined image.. looks like you've used the colours from the HTML which helps, but i'd be missing other data collected by the uber map project, such as the location of huts and trees. Do you have that data too? --[[User:Murk|Murk]] 20:36, 12 March 2006 (GMT)<br />
<br />
Mine is in a database as well: x, y, z, name (e.g. Jungle), type (e.g. density0), icon, npc (just for Shamens), explorer (the person who submitted the square). --[[User:Dr. J|Dr. J]] 21:21, 12 March 2006 (GMT)<br />
<br />
Ok, well, I don't collect the explorer... because I decided that there is a potential privacy issue that should probably be thought about first, but I collect the name as you do, the density and the icons (meaning huts and trees I guess, the "class" data from the table TD tags). I also record the time the square was submitted. Do you want to send me your X,Y,Name,Density,Icons data with time stamps for when it was recorded then, and i'll merge with my data and send you back the super set? How does that sound? --[[User:Murk|Murk]] 21:39, 12 March 2006 (GMT)<br />
<br />
I collected the explorer so that I could collect data for my characters that didn't have a GPS and then shift all of their additions when I knew where they were. As it was only me, privacy hardly mattered. I've not got time stamps, but that shouldn't be a problem. What format do you want it all in? I could give you access to my database for a bit if that would be easier. --[[User:Dr. J|Dr. J]] 23:26, 12 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Items&diff=2551Items2006-03-12T21:25:21Z<p>Dr. J: /* GPS Unit */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
Scattered about the island are a number of items that can be found. Some things tend to be found more in the camps and villages, other things are more likely to be found in the jungle.<br />
<br />
See also [[Talk:Items]]<br />
<br />
== Weapons ==<br />
<br />
=== Dagger ===<br />
A native knife?<br />
<br />
* Deals 1 base damage<br />
* 20% base accuracy<br />
* Found: Ruins<br />
<br />
=== Knife ===<br />
<br />
* Deals 1 base damage<br />
* 20% base accuracy<br />
* Required to carve messages into trees<br />
<br />
=== Blunt Machete ===<br />
Can be used to chop through jungle or for attacking animals and people. Doesn't always succeed in chopping the jungle.<br />
Using a '''sharpening stone''', the blunt machete can be sharpened.<br />
<br />
* Deals 1 base damage<br />
* 20% base accuracy<br />
* Used by: Natives and Outsiders<br />
* Found: Jungle<br />
<br />
=== Machete ===<br />
Rather useful for chopping through the jungle, and also for dealing more damage than just punching.<br />
<br />
* Deals 2 base damage<br />
* 20% base accuracy<br />
* Used by: Natives and Outsiders<br />
* Found: Villages<br />
<br />
=== Heavy Sword ===<br />
Seems to be a quite capable weapon, ready to deal signifigant melee damage.<br />
<br />
* Deals 4 base damage<br />
* 20% base accuracy<br />
* Used by: Outsiders (Natives?? UNVERIFIED!)<br />
* Found: Jungle(?)<br />
<br />
=== Blowpipe ===<br />
Needs ammo - '''poison darts'''. Holds 1 dart at a time.<br />
<br />
* Deals 4 base damage<br />
* 20% base accuracy<br />
* Used by: Natives<br />
<br />
=== Poison Dart ===<br />
Used as ammo for the '''blowpipe'''.<br />
<br />
* Used by: Natives<br />
* Found: Villages<br />
* Found as singles or in bundles with up to 7 in a bundle (?)<br />
<br />
=== Rifle ===<br />
Needs ammo - '''rifle bullets'''. Holds 2 bullets at a time.<br />
<br />
* Deals 5 base damage<br />
* 20% base accuracy<br />
* Used by: Outsiders<br />
* Found: Camps<br />
<br />
=== Rifle Bullet ===<br />
Used as ammo for the '''rifle'''.<br />
<br />
* Used by: Outsiders<br />
* Found: Camps<br />
<br />
=== Box of Rifle Bullets ===<br />
Contains up to 7 '''rifle bullets'''.<br />
<br />
* Used by: Outsiders<br />
* Found: Armory Hut, Jungle and Beach<br />
<br />
== Recovery ==<br />
<br />
=== First Aid Kit ===<br />
Can be applied on others and self.<br />
<br />
* Restores 5 HP as standard, or...<br />
* Restores 10 HP if you have the "First Aid" skill (under "Triage")<br />
* Used by: Outsiders<br />
* Found: Camps<br />
<br />
So far I found a medical supply hut at [-70.369,+26.320].<br />
<br />
=== Healing Herbs ===<br />
Can be applied on others and self.<br />
<br />
* Restores 5 HP<br />
* Found: Grassland, Huts, Ruins<br />
<br />
'''Note:''' [[Character Classes|Outsiders]] without the [[Skills|"native knowledge"]] skill can't recognize '''Healing Herbs'''. If an outsider finds healing herbs, they will appear in his inventory as '''Dried Herbs''' (and will not be usable) until this skill is obtained.<br />
<br />
=== Banana ===<br />
Can be found hanging on trees and lying loose around the jungle.<br />
<br />
* Restores 1 HP<br />
* ''You eat a banana and feel better.''<br />
* Used by: Natives and Outsiders<br />
* Found: Jungle (Banana Tree)<br />
<br />
=== Berries ===<br />
<br />
Berries either restore ("Tasty") or subtract ("Poisonous") a small amount of HP. Natives can automatically distinguish between the two varieties, while Outsiders require the "Native Knowledge" skill.<br />
<br />
'''Tasty Berries'''<br />
* Restores 2 HP<br />
* ''You eat some tasty berries and feel better.''<br />
<br />
'''Poisonous Berries'''<br />
* Inflict -2 HP<br />
* ''You take 2 damage from some poisonous berries and drop to XX HP''<br />
<br />
* Used by: Natives and Outsiders<br />
* Found: Jungle<br />
<br />
=== Mango ===<br />
Can be found hanging on trees and lying loose around the jungle.<br />
<br />
* Restores 1 HP<br />
* ''You eat a mango and feel better.''<br />
* Used by: Natives and Outsiders<br />
* Found: Jungle<br />
<br />
=== Bottle of Beer ===<br />
<br />
* Restores 2 HP<br />
* Used by: Outsiders (and Natives?)<br />
* Found: Camp<br />
<br />
=== Bottle of Water ===<br />
<br />
* Restores 5 HP<br />
* ''You drink a bottle of water and feel better.''<br />
* Found: Huts<br />
<br />
=== Gourd of Water ===<br />
<br />
* Restores 1 HP<br />
* Used by: Natives and Outsiders<br />
<br />
== Miscellaneous ==<br />
<br />
=== Gold Coins ===<br />
Well it's gold, perhaps if I find a boat and get off this island I can trade it!<br />
<br />
* ''You toss a gold coin into the air and catch it. It shows heads.''<br />
* ''You toss a gold coin into the air and catch it. It shows tails.''<br />
<br />
=== Piece of Driftwood ===<br />
I'm not quite sure why I'm lugging this around.<br />
<br />
* ''The driftwood looks pretty useless.''<br />
* Found: Beach<br />
<br />
=== Sharpening Stone ===<br />
Used to sharpen blunt blades.<br />
<br />
* Used by: Natives and Outsiders<br />
* Found: Huts<br />
<br />
=== Poisonous Snake ===<br />
I have no idea what this is for.<br />
:Making poisoned darts? -- Dr. J<br />
<br />
* Found: Grassland<br />
<br />
=== Crab ===<br />
<br />
* ''You can't figure out how to use a crab.''<br />
* Found: Beach<br />
<br />
=== GPS Unit ===<br />
Shows the location of your character.<br />
<br />
* ''The gps unit is always on. If you can't get a signal it might be because you're indoors or there could be too much jungle around, try chopping it down a bit.''<br />
* Found: Villages<br />
<br />
Coordinates are in the form [-70.366, 26.443], where the first number is the X coordinate (longitude) and the second is the Y coordinate (latitude). Moving a single square represents a change in coordinate in that direction of 0.001.<br />
<br />
Seems that signal is available only in non dense jungle areas.--[[User:Wcervantes|Wcervantes]] 19:00, 16 February 2006 (GMT)<br />
<br />
Can be used by Natives with the Outsider Knowledge skill.<br />
<br />
=== Gem ===<br />
<br />
*I don't know how to use it.<br />
*Found: Ruins</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Skills&diff=2550Skills2006-03-12T21:24:13Z<p>Dr. J: /* Native Only */</p>
<hr />
<div>There are a number of skills which have different effects on things within the game. Some skills are only available to certain classes or only to natives or outsiders. Skills are learned by [[XP Gains|gaining XP]] and the more skills you have, the more XP the next skill takes.<br />
<br />
*Skill 1 = 100 XP<br />
*Skill 2 = 125 XP<br />
*Skill 3 = 150 XP<br />
*Skill 4 = 175 XP<br />
*Skill 5 = 200 XP<br />
*Skill 6 = 225 XP<br />
*Skill 7 = 250 XP<br />
*Skill 8 = 275 XP<br />
*Skill 9 = 300 XP<br />
<br />
== Generic Skills ==<br />
<br />
* '''Basic Language''' - Understand the smaller words of foreign languages<br />
** '''Advanced Language''' - Better understanding of foreign languages <br />
*** '''Expert Language''' - Full comprehension of foreign languages<br />
* '''Close quarter combat''' - Gain 10% to hit with melee attacks<br />
** '''Advanced close quarter combat''' - Gain 15% to hit with melee attacks<br />
<br />
* '''Body building''' - Increases melee damage (Appears to be +1 damage)<br />
** '''Stamina''' - Increases max HP by 20<br />
<br />
* '''Triage''' - Be able to tell who is most injured<br />
** '''Natural Medicine''' - Heal 10 HP with healing herbs<br />
** '''First Aid''' - Heal 10 hp with first aid kit<br />
<br />
* '''Ghostly whisper''' - Allows spirits to speak<br />
** '''Haunting scream''' - Attract other spirits and scare nearby living players<br />
<br />
* '''Sixth Sense''' - Sense presence of and hear spirits<br />
<br />
* '''Exploration''' - Helps you remember some of the places you've been<br />
** '''Cartography''' - Stops you forgetting anywhere you've visited<br />
** '''Trekking''' - Reduced AP usage through the jungle <br />
** '''Swimming''' - Reduced AP usage through water<br />
<br />
* '''Animal Affinity''' - Lessens the chance of animals attacking<br />
<br />
* '''Firearms Training''' - Gain 20% on firearms attacks<br />
** '''Advanced Firearms Training''' - Gain 20% on firearms attacks<br />
<br />
<br />
'''Note:''' Native Warriors don't get '''Animal Affinity''' or '''Firearms Training''' (tree)<br />
<br />
'''Note:''' Scientist get '''First aid''', don't know if they don't get '''Natural medicine<br />
'''<br />
<br />
== Native Only ==<br />
* '''Outsider knowledge''' - Natives gain basic outsider knowledge<br />
<br />
This skill allows you to use and recognise items that would generally only be available to the other kind of player.<br />
Includes:<br />
:* GPS<br />
<br />
== Outsider Only ==<br />
* '''Native knowledge''' - Outsiders gain basic native knowledge<br />
<br />
This skill allows you to use and recognise items that would generally only be available to the other kind of player.</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User_talk:Murk&diff=2549User talk:Murk2006-03-12T21:21:06Z<p>Dr. J: </p>
<hr />
<div>I have created an online and highly detailed map which all Shartak users can contribute to... To see the map so far, and join the project, go to [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP project website] and check it out.<br />
<br />
Hope you don't mind but I am putting this on the front page so more people will see it, too bad I don't have GPS I'll have to go find one..... --[[User:Daylan|Daylan]] 00:11, 12 March 2006 (GMT)<br />
<br />
They aren't TOO hard to find, in the outsider camps anyway, not sure if they can be found in native camps or not. --[[User:Murk|Murk]] 01:01, 12 March 2006 (GMT)<br />
<br />
See here: [[:Image:Dr_j_map0.png]]. Any way we can combine them? How are you storing your data? --[[User:Dr. J|Dr. J]] 14:53, 12 March 2006 (GMT)<br />
<br />
Another thing - you want to be careful as when people are not on ground level you'll get spurious data. --[[User:Dr. J|Dr. J]] 16:14, 12 March 2006 (GMT)<br />
<br />
Interesting.. hmm.. my data is in a database, how is yours stored? I could process your PNG I guess and merge the inherent data with my database and produce a combined image.. looks like you've used the colours from the HTML which helps, but i'd be missing other data collected by the uber map project, such as the location of huts and trees. Do you have that data too? --[[User:Murk|Murk]] 20:36, 12 March 2006 (GMT)<br />
<br />
Mine is in a database as well: x, y, z, name (e.g. Jungle), type (e.g. density0), icon, npc (just for Shamens), explorer (the person who submitted the square). --[[User:Dr. J|Dr. J]] 21:21, 12 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User:Dr._J&diff=2543User:Dr. J2006-03-12T17:04:51Z<p>Dr. J: More mapping</p>
<hr />
<div>= Profile =<br />
<br />
[[http://www.shartak.com/profile.cgi?id=42 Dr. J Profile]]<br />
<br />
= Mapping =<br />
<br />
As others have started talking about it, I might as well mention that I am currently mapping the whole of Shartak. I think that Shartak occupies a rectangle containing about 220,000 squares, although a large proportion are what I've termed "ocean" and are inaccessible. Another large chunk is deep and normal water.<br />
<br />
I've currently mapped around 21.5% of the 220,000 squares on ground level, as well as some of the under and over ground levels as well. My current best guess is still that it'll take about half a year to do the complete map.<br />
<br />
If you'd like to help, or would like help with your own mapping, get in touch. I've registered my email address on the wiki so you can use the "E-mail this user" link ([[Special:Emailuser/Dr._J]]) or else use my talk page: [[User_talk:Dr._J]]<br />
<br />
[[User:Murk|Murk]] has started [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP project] which is trying to do the same as me - map all of Shartak. He's also written a nice Greasemonkey script to help, so anybody can help (I wrote a php wrapper to Shartak to make do my mapping, meaning I don't need GPS to map). The script can be modified to add data to my map as well. To do so, pop along to [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP website] for instructions on how to install Greasemonkey. Then download [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js the Greasemonkey script]. Edit the script so that the line that reads<br />
<br />
<nowiki>var conf_serverscripturl = "http://www.itechsc.com/misc/shartak/ubermap/recordmapdata.php";</nowiki><br />
<br />
is changed to<br />
<br />
<nowiki>var conf_serverscripturl = "http://oojah.dyndns.org/shartak/recordmapdata.php";</nowiki><br />
<br />
The full map is shown with one pixel per game square [http://oojah.dyndns.org/shartak/all_map0.png here] and will be updated every 10 minutes.<br />
<br />
You may ask, why not work together? I hope that we can. I couldn't figure out an easy way of letting other people submit data without them being inconvenienced so just started taking data myself. Murk did figure out a good way for others to submit data, but he's not got as much as I do. Let's see how it goes!<br />
<br />
= Results =<br />
<br />
I'm treating ground level as level 0 and have discovered levels +2 and -2 so far. These are just to tease you :)<br />
<br />
== Tunnels ==<br />
<br />
[[Image:Dr_j_tunnel1.png]]<br />
Tunnels underneath the mountain at level -2, where ground level is 0.<br />
<br />
Light grey is the actual tunnel, dark grey is solid rock and black is unknown.<br />
<br />
The tunnels are generally one square wide. <br />
<br />
== Mountain ==<br />
<br />
[[Image:Dr_j_mountain_L2.png]]<br />
<br />
Light blue is mid-air, medium blue is waterfall, grey is mountain, green is jungle.<br />
<br />
Some of the lighter jungle areas do show where paths down the mountain exist, but not all of them are paths and some paths aren't shown. Tunnels are light grey.<br />
<br />
= Remember =<br />
<br />
[http://www.shartak.com/profile.cgi?id=1096 hydracorp]</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User_talk:Murk&diff=2542User talk:Murk2006-03-12T16:14:25Z<p>Dr. J: </p>
<hr />
<div>I have created an online and highly detailed map which all Shartak users can contribute to... To see the map so far, and join the project, go to [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP project website] and check it out.<br />
<br />
Hope you don't mind but I am putting this on the front page so more people will see it, too bad I don't have GPS I'll have to go find one..... --[[User:Daylan|Daylan]] 00:11, 12 March 2006 (GMT)<br />
<br />
They aren't TOO hard to find, in the outsider camps anyway, not sure if they can be found in native camps or not. --[[User:Murk|Murk]] 01:01, 12 March 2006 (GMT)<br />
<br />
See here: [[:Image:Dr_j_map0.png]]. Any way we can combine them? How are you storing your data? --[[User:Dr. J|Dr. J]] 14:53, 12 March 2006 (GMT)<br />
<br />
Another thing - you want to be careful as when people are not on ground level you'll get spurious data. --[[User:Dr. J|Dr. J]] 16:14, 12 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User_talk:Murk&diff=2541User talk:Murk2006-03-12T14:56:44Z<p>Dr. J: fixed link</p>
<hr />
<div>I have created an online and highly detailed map which all Shartak users can contribute to... To see the map so far, and join the project, go to [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP project website] and check it out.<br />
<br />
Hope you don't mind but I am putting this on the front page so more people will see it, too bad I don't have GPS I'll have to go find one..... --[[User:Daylan|Daylan]] 00:11, 12 March 2006 (GMT)<br />
<br />
They aren't TOO hard to find, in the outsider camps anyway, not sure if they can be found in native camps or not. --[[User:Murk|Murk]] 01:01, 12 March 2006 (GMT)<br />
<br />
See here: [[:Image:Dr_j_map0.png]]. Any way we can combine them? How are you storing your data? --[[User:Dr. J|Dr. J]] 14:53, 12 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User_talk:Murk&diff=2540User talk:Murk2006-03-12T14:53:22Z<p>Dr. J: </p>
<hr />
<div>I have created an online and highly detailed map which all Shartak users can contribute to... To see the map so far, and join the project, go to [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP project website] and check it out.<br />
<br />
Hope you don't mind but I am putting this on the front page so more people will see it, too bad I don't have GPS I'll have to go find one..... --[[User:Daylan|Daylan]] 00:11, 12 March 2006 (GMT)<br />
<br />
They aren't TOO hard to find, in the outsider camps anyway, not sure if they can be found in native camps or not. --[[User:Murk|Murk]] 01:01, 12 March 2006 (GMT)<br />
<br />
See here: [Image:Dr_j_map0.png]. Any way we can combine them? How are you storing your data? --[[User:Dr. J|Dr. J]] 14:53, 12 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2538Locations2006-03-12T14:39:15Z<p>Dr. J: Wiksik GPS</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== [[Dalpok]] ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== [[Raktam]] ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== [[Wiksik]] ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
* GPS coordinates: -70.239,26.405 (Shaman location)<br />
<br />
== Outsider Villages ==<br />
<br />
=== [[Durham]] ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
* A hut filled with rifles and rifle bullets is located at -70.647,+26.349<br />
<br />
=== [[York]] ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== [[Derby]] ===<br />
* Location: Towards the south-east corner of the island.<br />
* Shaman: Balchig<br />
* GPS coordinates: -70.095,+26.350 (Shaman location)<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swath of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
<br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Bushes may contain "Poisonous" berries which inflict damage.<br />
<br />
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452]<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known locations: [-70.380,+26.369], [-70.189,+26.429], [-70.094,+26.376]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377] (no icon)<br />
<br />
<br clear="both"><br />
<br />
==== Unknown Trees ====<br />
[[Image:Tree.gif|left]]<br />
<br />
These are trees whose locations are known, but not what type of fruit they bear.<br />
<br />
Known locations: [-70.401,+26.502], [-70.435,+26486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392]<br />
<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in Villages. Players can enter or leave a hut for 1 AP. A player inside a hut can no longer see any outside squares. The map shrinks to a 3x3 grid, that only reveals the hut interior and a grey border. The number of players that can fit inside one hut is unknown.<br />
<br />
Huts tend to look the same on the outside, but each one has its own description inside. Upon entering a hut, you may find that it is "empty" or "dishevelled" or quite possibly something else entirely. Certain huts provide specific resources depending on their description.<br />
<br />
Players can carve messages on the outside walls of huts with a tool such as a knife.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
<br />
Known locations: [-70.391,+26.480], [-70.111,+26.378]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.<br />
<br />
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.<br />
:So that isn't an accurate guess? :) Measuring the distance from 70E 26S to 71E 26S gives about 100km (62.5 miles). This would mean each block is 0.1km. Distance east-west is 67.4km, north-south is 26.8km (possibly a bit more). Is that any better?<br />
<br />
::Sounds pretty close to what I got for the per-block measurements. --[[User:Simon|Simon]] 02:24, 6 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2497Locations2006-03-11T08:56:43Z<p>Dr. J: More tree locations</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== [[Dalpok]] ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== [[Raktam]] ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== [[Wiksik]] ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== [[Durham]] ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
* A hut filled with rifles and rifle bullets is located at -70.647,+26.349<br />
<br />
=== [[York]] ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== [[Derby]] ===<br />
* Location: Towards the south-east corner of the island.<br />
* Shaman: Balchig<br />
* GPS coordinates: -70.095,+26.350 (Shaman location)<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swath of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
<br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Bushes may contain "Poisonous" berries which inflict damage.<br />
<br />
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452]<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known locations: [-70.380,+26.369], [-70.189,+26.429]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377] (no icon)<br />
<br />
<br clear="both"><br />
<br />
==== Unknown Trees ====<br />
[[Image:Tree.gif|left]]<br />
<br />
These are trees whose locations are known, but not what type of fruit they bear.<br />
<br />
Known locations: [-70.401,+26.502], [-70.435,+26486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372], [-70.094,+26.376], [-70.082,+26.393], [-70.083,+26.390], [-70.111,+26.407], [-70.123,+26.389], [-70.129,+26.392]<br />
<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in Villages. Players can enter or leave a hut for 1 AP. A player inside a hut can no longer see any outside squares. The map shrinks to a 3x3 grid, that only reveals the hut interior and a grey border. The number of players that can fit inside one hut is unknown.<br />
<br />
Huts tend to look the same on the outside, but each one has its own description inside. Upon entering a hut, you may find that it is "empty" or "dishevelled" or quite possibly something else entirely. Certain huts provide specific resources depending on their description.<br />
<br />
Players can carve messages on the outside walls of huts with a tool such as a knife.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
<br />
Known locations: [-70.391,+26.480], [-70.111,+26.378]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.<br />
<br />
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.<br />
:So that isn't an accurate guess? :) Measuring the distance from 70E 26S to 71E 26S gives about 100km (62.5 miles). This would mean each block is 0.1km. Distance east-west is 67.4km, north-south is 26.8km (possibly a bit more). Is that any better?<br />
<br />
::Sounds pretty close to what I got for the per-block measurements. --[[User:Simon|Simon]] 02:24, 6 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User:Dr._J&diff=2488User:Dr. J2006-03-10T15:57:16Z<p>Dr. J: Added profile link, updated % complete</p>
<hr />
<div>= Profile =<br />
<br />
[[http://www.shartak.com/profile.cgi?id=42 Dr. J Profile]]<br />
<br />
= Mapping =<br />
<br />
As others have started talking about it, I might as well mention that I am currently mapping the whole of Shartak. I think that Shartak occupies a rectangle containing about 220,000 squares, although a large proportion are what I've termed "ocean" and are inaccessible. Another large chunk is deep and normal water.<br />
<br />
I've currently mapped around 20.4% of the 220,000 squares on ground level, as well as some of the under and over ground levels as well. My current best guess is still that it'll take about half a year to do the complete map.<br />
<br />
If you'd like to help, or would like help with your own mapping, get in touch. I've registered my email address on the wiki so you can use the "E-mail this user" link ([[Special:Emailuser/Dr._J]]) or else use my talk page: [[User_talk:Dr._J]]<br />
<br />
= Results =<br />
<br />
I'm treating ground level as level 0 and have discovered levels +2 and -2 so far. These are just to tease you :)<br />
<br />
== Tunnels ==<br />
<br />
[[Image:Dr_j_tunnel1.png]]<br />
Tunnels underneath the mountain at level -2, where ground level is 0.<br />
<br />
Light grey is the actual tunnel, dark grey is solid rock and black is unknown.<br />
<br />
The tunnels are generally one square wide. <br />
<br />
== Mountain ==<br />
<br />
[[Image:Dr_j_mountain_L2.png]]<br />
<br />
Light blue is mid-air, medium blue is waterfall, grey is mountain, green is jungle.<br />
<br />
Some of the lighter jungle areas do show where paths down the mountain exist, but not all of them are paths and some paths aren't shown. Tunnels are light grey.<br />
<br />
= Remember =<br />
<br />
[http://www.shartak.com/profile.cgi?id=1096 hydracorp]</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Bugs&diff=2485Bugs2006-03-10T08:49:18Z<p>Dr. J: Moved some bugs to fixed.</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
== Possible Bugs ==<br />
<br />
=== Tree without icon ===<br />
I saw a tree at [-70.087,+26.377], but there was no icon. I guess it could be deliberate, but I thought that I should mention it. --[[User:Dr. J|Dr. J]] 08:45, 10 March 2006 (GMT)<br />
<br />
===Unable to Log in===<br />
I am unable to sign on as either of my characters for the last two days. When I try I get a "sorry, you need to be logged in to access this page" message. Is something wrong with the sight? [[User:Abe Froeman|Abe Froeman]]<br />
* Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --[[User:Simon|Simon]] <br />
* Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. [[User:Abe Froeman|Abe Froeman]]<br />
* Enable cookies in your browser<br />
* I guess the question is: what has changed in the last couple of days? Nothing to do with cookies at the server end, have you tried a different browser? Flush cookies in your browser? When you go to the front page (having already logged in), does it say that you're currently logged in or does it simply give the login box? --[[User:Simon|Simon]]<br />
* It symply says I need to be logged in to do that, as If I had logged out and then tried to get back in. I did clear a large amount of spy ware, but urban dead is still working fine. I realize this is probably a very specific problem, but I like this game and would hate to have to start over with a new character. I appreciate any advice anyone can give. This is the page it sends me to when I try to log on as either of my characters. It doesn't say I have the wrong password or that I am already logged in. http://www.shartak.com/game.cgi [[User:Abe Froeman|Abe Froeman]]<br />
* What browser are you using? Have you tried a different browser? Perhaps remove all cookies for the domain shartak.com (might show up as www.shartak.com or shartak.com) and try again. If none of these ideas work, I'd be interested to know if setting up a new character solves the problem or if you still have trouble signing in with a brand new character. Obviously if you can then logout and log back in as your original character, you don't have to carry on with the new one although there's no reason why you can't play a couple of different characters. If you wish to continue this by email, you can use the email user link on my user page, or use the address mentioned in the FAQ under the "I found a bug" question. --[[User:Simon|Simon]] 01:22, 9 March 2006 (GMT)<br />
<br />
== Fixed Bugs ==<br />
<br />
=== Writing Whilst Dead ===<br />
I can write in the sand whilst dead. Should I be able to? --[[User:Dr. J|Dr. J]] 09:02, 4 March 2006 (GMT)<br />
:Umm, no. Bug has been fixed. --[[User:Simon|Simon]] 10:31, 4 March 2006 (GMT)<br />
<br />
=== Rats in Rocks ===<br />
I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was "map density" --[[User:Dr. J|Dr. J]] 16:42, 15 February 2006 (GMT)<br />
:They'd obviously crawled down a crack that was too narrow to show up on the map. --[[User:Snarf|Snarf]] 19:22, 15 February 2006 (GMT)<br />
:: :P Well ok, so it's a graphics glitch then as the rock wasn't shown. --[[User:Dr. J|Dr. J]] 00:21, 16 February 2006 (GMT)<br />
:: Have you seen this again or was it just twice? --[[User:Simon|Simon]] 10:33, 24 February 2006 (GMT)<br />
<br />
=== Consistent Animal Spawning ===<br />
I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square. I killed it, another one appeared, killed that, and now there's another one there. Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill. Is animal spawning non-random or is this a coincidence? If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco<br />
:This happened to me, except with parrots. I don't think its unusual or bad to find a "den" where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--[[User:Jackel|Jackel]] 17:45, 23 February 2006 (GMT)<br />
<br />
:Seen this too now, with parrots, does look buggy to me. --[[User:Murk|Murk]] 18:25, 23 February 2006 (GMT)<br />
<br />
::This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --[[User:Simon|Simon]] 20:43, 23 February 2006 (GMT)<br />
<br />
=== Character Creation ===<br />
Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error "Please ensure you fill in all fields marked with a *" Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank. (All 16 of them) and get the same error. I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already. --[[User:Feegle|Feegle]] 16:07, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
I encountered the same error as well. --[[User:aidurandal|aidurandal]] 16:36, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me as well.--[[User:Dr. Doom|Dr. Doom]] 16:50, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Encountered the same error. --[[User:Caribbean Ghost|Caribbean Ghost]] 17:47, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me.When are they going to fix this??--[[User:X10000|X10000|]]<br />
<br />
-Calm down, X10000. I first reported this bug under three hours ago. Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day. I suspect he'll fix it as fast as he can. --[[User:Feegle|Feegle]] 18:56, 11 February 2006 (GMT)<br />
<br />
- Sorry. Should be fixed now. --[[User:Simon|Simon]] 23:01, 11 February 2006 (GMT)<br />
<br />
=== Profile Error Relating to Hit Limit? ===<br />
My characters (3 of them) all have "This character not subject to the IP limit" at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Whoops! Fixed now. -Simon<br />
<br />
=== Refresh uses AP ===<br />
<br />
When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - [[User:Durja|Durja]] 18:16, 5 February 2006 (GMT)<br />
:This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon<br />
::Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - [[User:Durja|Durja]] 21:15, 5 February 2006 (GMT)<br />
::To rework the movement may be a bit complicated. How about just having a button labelled "Refresh" that doesn't use any AP? -Simon<br />
::: That would be very much appricated. Thanks. [[User:Durja|Durja]] 18:12, 6 February 2006 (GMT)<br />
::: Refresh Page button added -[[User:Simon|Simon]] 09:47, 7 February 2006 (GMT)<br />
<br />
===Grassland Colour===<br />
<br />
Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --[[User:Kevan|Kevan]] 13:06, 30 January 2006 (GMT)<br />
:Fixed, just cosmetic hiccup --[[User:Simon|Simon]] 22:02, 3 February 2006 (GMT)<br />
<br />
===Yellow Jungle===<br />
<br />
Moai's found some [http://i1.tinypic.com/n3kt91.jpg mysterious yellow jungle squares] near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --[[User:Kevan|Kevan]] 09:17, 3 February 2006 (GMT)<br />
:Fixed, purely cosmetic --[[User:Simon|Simon]] 11:54, 3 February 2006 (GMT)<br />
<br />
=== Animals don't pursue players ===<br />
<br />
As documented [[Talk:Tips_and_Tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)<br />
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)<br />
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)<br />
:::Hopefully not! I'll keep an eye out for animals taking a bath though. --[[User:Simon|Simon]] 01:22, 5 March 2006 (GMT)<br />
<br />
<br />
=== Not being resurrected ===<br />
My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --[[User:Dr. J|Dr. J]] 23:19, 6 March 2006 (GMT)<br />
:Whoops, my fault. Seems the script that handles resurrecting of both animals and players at shaman locations wasn't running for a couple of days. Should be working again now. --[[User:Simon|Simon]] 00:09, 7 March 2006 (GMT)<br />
::I'm seeing quite a lot more animals now. After you posted this, 3 appeared immediately surrounding one of my characters. Killed 2, one moved on, and a different animal appeared a little later. Earlier today it felt like a very deserted island. Maybe just a fluke, my other character didn't see any after this post. --[[User:Frisco|Frisco]] 06:50, 7 March 2006 (GMT)<br />
<br />
=== GPS Underground ===<br />
GPS probably shouldn't work in caves/tunnels etc.<br />
:No, they shouldn't.. and hopefully they don't any more. --[[User:Simon|Simon]] 00:49, 7 March 2006 (GMT)<br />
<br />
=== Ruins no huts shown, but three choices? ===<br />
At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?<br />
#should the huts or at least a single hut be shown?<br />
#should there be three huts in one square?<br />
#should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : "Enter Hut"<br />
:It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1" "Enter Hut 2" etc. --[[User:Simon|Simon]] 16:42, 1 March 2006 (GMT)<br />
<br />
== Not Bugs ==<br />
<br />
=== Finding Dropped Items ===<br />
I dropped my machete by mistake due to clumsy fingers. Searching doesn't find it again - surely if I drop something I should be able to pick it up again? --[[User:Torok|Torok]]<br />
:As with UD (the game Shartak is based on) dropping something is akin to getting rid of it. This isn't a bug, just don't have clumsy fingers--[[User:Jackel|Jackel]] 17:41, 23 February 2006 (GMT)<br />
:Quite right. I have considered implementing semi-sticky objects such that if you drop something, and then search immediately, you'll actually find the thing you dropped, but thought that might annoy rather than actually be useful since often if you drop something you don't want to find it again! --[[User:Simon|Simon]]<br />
:What about doing it on purpose to pass on objects? Could it work?--[[User:Wcervantes|Wcervantes]] 03:51, 24 February 2006 (GMT)<br />
:No, the way I was considering implementing it, if X drops the object, only X would find it. X and Y could both drop separate items but would never specifically find the item the other person dropped (they could find another item with the same name depending on luck though!) The ability to exchange items directly with other people is something that will most likely never be added as this could encourage people to make multiple characters, some of whom only search for specific items and then hand them over to the main character. --[[User:Simon|Simon]]<br />
<br />
=== IP Hit Limit 250? ===<br />
I have been playing three characters, but hit the IP limit after only moving two of my characters, and then only partially. It seems that it may not have the 250 hit limit as explained. Is it possible that it does not? EDIT- Just moved my three characters. 45AP, 30AP, 75AP, ran out of hits before I used all the points. Seems 150 or so appears to be the limit?--[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Have been unable to reproduce this problem, but there are 4 characters not 3 with the same IP as yours. --[[User:Simon|Simon]] 17:04, 14 February 2006 (GMT)<br />
::Roger that, started another since original posting, Simon. I suppose I should ask exactly what the IP limit is (250, as stated?), and then back-track from there to make sure there actually is a problem. Also, when the 24 hour period resets? That will give me a time to count from.--[[User:Meatiershower|Meatiershower]] 21:49, 14 February 2006 (GMT)<br />
::: Simon - It appears that there is no bug. I just made 244 moves, and looked at a Profile or two also. Miscounting on my part most likely. I'm liking this game more and more too. Fast AP recovery, cool stuff to find (just found a knife), high AP total, etc. Fun. --[[User:Meatiershower|Meatiershower]] 00:33, 15 February 2006 (GMT)<br />
:::: Excellent. Moving to "Not a bug" --[[User:Simon|Simon]] 01:58, 15 February 2006 (GMT)<br />
<br />
=== Negative AP? ===<br />
<br />
Moving in water with only a single AP resulted in me having -1 AP. - Dr. J<br />
:Water movement (as standard) takes 2AP. Negative AP is perfectly possible, I don't consider this to be a bug. - Simon</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Bugs&diff=2484Bugs2006-03-10T08:45:40Z<p>Dr. J: Tree without icon</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
== Possible Bugs ==<br />
<br />
=== Tree without icon ===<br />
I saw a tree at [-70.087,+26.377], but there was no icon. I guess it could be deliberate, but I thought that I should mention it. --[[User:Dr. J|Dr. J]] 08:45, 10 March 2006 (GMT)<br />
<br />
=== GPS Underground ===<br />
GPS probably shouldn't work in caves/tunnels etc.<br />
:No, they shouldn't.. and hopefully they don't any more. --[[User:Simon|Simon]] 00:49, 7 March 2006 (GMT)<br />
<br />
=== Ruins no huts shown, but three choices? ===<br />
At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?<br />
#should the huts or at least a single hut be shown?<br />
#should there be three huts in one square?<br />
#should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : "Enter Hut"<br />
:It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1" "Enter Hut 2" etc. --[[User:Simon|Simon]] 16:42, 1 March 2006 (GMT)<br />
<br />
===Unable to Log in===<br />
I am unable to sign on as either of my characters for the last two days. When I try I get a "sorry, you need to be logged in to access this page" message. Is something wrong with the sight? [[User:Abe Froeman|Abe Froeman]]<br />
* Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --[[User:Simon|Simon]] <br />
* Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. [[User:Abe Froeman|Abe Froeman]]<br />
* Enable cookies in your browser<br />
* I guess the question is: what has changed in the last couple of days? Nothing to do with cookies at the server end, have you tried a different browser? Flush cookies in your browser? When you go to the front page (having already logged in), does it say that you're currently logged in or does it simply give the login box? --[[User:Simon|Simon]]<br />
* It symply says I need to be logged in to do that, as If I had logged out and then tried to get back in. I did clear a large amount of spy ware, but urban dead is still working fine. I realize this is probably a very specific problem, but I like this game and would hate to have to start over with a new character. I appreciate any advice anyone can give. This is the page it sends me to when I try to log on as either of my characters. It doesn't say I have the wrong password or that I am already logged in. http://www.shartak.com/game.cgi [[User:Abe Froeman|Abe Froeman]]<br />
* What browser are you using? Have you tried a different browser? Perhaps remove all cookies for the domain shartak.com (might show up as www.shartak.com or shartak.com) and try again. If none of these ideas work, I'd be interested to know if setting up a new character solves the problem or if you still have trouble signing in with a brand new character. Obviously if you can then logout and log back in as your original character, you don't have to carry on with the new one although there's no reason why you can't play a couple of different characters. If you wish to continue this by email, you can use the email user link on my user page, or use the address mentioned in the FAQ under the "I found a bug" question. --[[User:Simon|Simon]] 01:22, 9 March 2006 (GMT)<br />
<br />
=== Not being resurrected ===<br />
My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --[[User:Dr. J|Dr. J]] 23:19, 6 March 2006 (GMT)<br />
:Whoops, my fault. Seems the script that handles resurrecting of both animals and players at shaman locations wasn't running for a couple of days. Should be working again now. --[[User:Simon|Simon]] 00:09, 7 March 2006 (GMT)<br />
::I'm seeing quite a lot more animals now. After you posted this, 3 appeared immediately surrounding one of my characters. Killed 2, one moved on, and a different animal appeared a little later. Earlier today it felt like a very deserted island. Maybe just a fluke, my other character didn't see any after this post. --[[User:Frisco|Frisco]] 06:50, 7 March 2006 (GMT)<br />
<br />
== Fixed Bugs ==<br />
<br />
=== Writing Whilst Dead ===<br />
I can write in the sand whilst dead. Should I be able to? --[[User:Dr. J|Dr. J]] 09:02, 4 March 2006 (GMT)<br />
:Umm, no. Bug has been fixed. --[[User:Simon|Simon]] 10:31, 4 March 2006 (GMT)<br />
<br />
=== Rats in Rocks ===<br />
I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was "map density" --[[User:Dr. J|Dr. J]] 16:42, 15 February 2006 (GMT)<br />
:They'd obviously crawled down a crack that was too narrow to show up on the map. --[[User:Snarf|Snarf]] 19:22, 15 February 2006 (GMT)<br />
:: :P Well ok, so it's a graphics glitch then as the rock wasn't shown. --[[User:Dr. J|Dr. J]] 00:21, 16 February 2006 (GMT)<br />
:: Have you seen this again or was it just twice? --[[User:Simon|Simon]] 10:33, 24 February 2006 (GMT)<br />
<br />
=== Consistent Animal Spawning ===<br />
I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square. I killed it, another one appeared, killed that, and now there's another one there. Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill. Is animal spawning non-random or is this a coincidence? If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco<br />
:This happened to me, except with parrots. I don't think its unusual or bad to find a "den" where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--[[User:Jackel|Jackel]] 17:45, 23 February 2006 (GMT)<br />
<br />
:Seen this too now, with parrots, does look buggy to me. --[[User:Murk|Murk]] 18:25, 23 February 2006 (GMT)<br />
<br />
::This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --[[User:Simon|Simon]] 20:43, 23 February 2006 (GMT)<br />
<br />
=== Character Creation ===<br />
Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error "Please ensure you fill in all fields marked with a *" Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank. (All 16 of them) and get the same error. I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already. --[[User:Feegle|Feegle]] 16:07, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
I encountered the same error as well. --[[User:aidurandal|aidurandal]] 16:36, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me as well.--[[User:Dr. Doom|Dr. Doom]] 16:50, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Encountered the same error. --[[User:Caribbean Ghost|Caribbean Ghost]] 17:47, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me.When are they going to fix this??--[[User:X10000|X10000|]]<br />
<br />
-Calm down, X10000. I first reported this bug under three hours ago. Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day. I suspect he'll fix it as fast as he can. --[[User:Feegle|Feegle]] 18:56, 11 February 2006 (GMT)<br />
<br />
- Sorry. Should be fixed now. --[[User:Simon|Simon]] 23:01, 11 February 2006 (GMT)<br />
<br />
=== Profile Error Relating to Hit Limit? ===<br />
My characters (3 of them) all have "This character not subject to the IP limit" at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Whoops! Fixed now. -Simon<br />
<br />
=== Refresh uses AP ===<br />
<br />
When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - [[User:Durja|Durja]] 18:16, 5 February 2006 (GMT)<br />
:This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon<br />
::Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - [[User:Durja|Durja]] 21:15, 5 February 2006 (GMT)<br />
::To rework the movement may be a bit complicated. How about just having a button labelled "Refresh" that doesn't use any AP? -Simon<br />
::: That would be very much appricated. Thanks. [[User:Durja|Durja]] 18:12, 6 February 2006 (GMT)<br />
::: Refresh Page button added -[[User:Simon|Simon]] 09:47, 7 February 2006 (GMT)<br />
<br />
===Grassland Colour===<br />
<br />
Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --[[User:Kevan|Kevan]] 13:06, 30 January 2006 (GMT)<br />
:Fixed, just cosmetic hiccup --[[User:Simon|Simon]] 22:02, 3 February 2006 (GMT)<br />
<br />
===Yellow Jungle===<br />
<br />
Moai's found some [http://i1.tinypic.com/n3kt91.jpg mysterious yellow jungle squares] near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --[[User:Kevan|Kevan]] 09:17, 3 February 2006 (GMT)<br />
:Fixed, purely cosmetic --[[User:Simon|Simon]] 11:54, 3 February 2006 (GMT)<br />
<br />
=== Animals don't pursue players ===<br />
<br />
As documented [[Talk:Tips_and_Tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)<br />
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)<br />
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)<br />
:::Hopefully not! I'll keep an eye out for animals taking a bath though. --[[User:Simon|Simon]] 01:22, 5 March 2006 (GMT)<br />
<br />
== Not Bugs ==<br />
<br />
=== Finding Dropped Items ===<br />
I dropped my machete by mistake due to clumsy fingers. Searching doesn't find it again - surely if I drop something I should be able to pick it up again? --[[User:Torok|Torok]]<br />
:As with UD (the game Shartak is based on) dropping something is akin to getting rid of it. This isn't a bug, just don't have clumsy fingers--[[User:Jackel|Jackel]] 17:41, 23 February 2006 (GMT)<br />
:Quite right. I have considered implementing semi-sticky objects such that if you drop something, and then search immediately, you'll actually find the thing you dropped, but thought that might annoy rather than actually be useful since often if you drop something you don't want to find it again! --[[User:Simon|Simon]]<br />
:What about doing it on purpose to pass on objects? Could it work?--[[User:Wcervantes|Wcervantes]] 03:51, 24 February 2006 (GMT)<br />
:No, the way I was considering implementing it, if X drops the object, only X would find it. X and Y could both drop separate items but would never specifically find the item the other person dropped (they could find another item with the same name depending on luck though!) The ability to exchange items directly with other people is something that will most likely never be added as this could encourage people to make multiple characters, some of whom only search for specific items and then hand them over to the main character. --[[User:Simon|Simon]]<br />
<br />
=== IP Hit Limit 250? ===<br />
I have been playing three characters, but hit the IP limit after only moving two of my characters, and then only partially. It seems that it may not have the 250 hit limit as explained. Is it possible that it does not? EDIT- Just moved my three characters. 45AP, 30AP, 75AP, ran out of hits before I used all the points. Seems 150 or so appears to be the limit?--[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Have been unable to reproduce this problem, but there are 4 characters not 3 with the same IP as yours. --[[User:Simon|Simon]] 17:04, 14 February 2006 (GMT)<br />
::Roger that, started another since original posting, Simon. I suppose I should ask exactly what the IP limit is (250, as stated?), and then back-track from there to make sure there actually is a problem. Also, when the 24 hour period resets? That will give me a time to count from.--[[User:Meatiershower|Meatiershower]] 21:49, 14 February 2006 (GMT)<br />
::: Simon - It appears that there is no bug. I just made 244 moves, and looked at a Profile or two also. Miscounting on my part most likely. I'm liking this game more and more too. Fast AP recovery, cool stuff to find (just found a knife), high AP total, etc. Fun. --[[User:Meatiershower|Meatiershower]] 00:33, 15 February 2006 (GMT)<br />
:::: Excellent. Moving to "Not a bug" --[[User:Simon|Simon]] 01:58, 15 February 2006 (GMT)<br />
<br />
=== Negative AP? ===<br />
<br />
Moving in water with only a single AP resulted in me having -1 AP. - Dr. J<br />
:Water movement (as standard) takes 2AP. Negative AP is perfectly possible, I don't consider this to be a bug. - Simon</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2423Locations2006-03-09T14:20:02Z<p>Dr. J: /* Ruins */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== [[Dalpok]] ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== [[Raktam]] ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== [[Wiksik]] ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== [[Durham]] ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
* A hut filled with rifles and rifle bullets is located at -70.647,+26.349<br />
<br />
=== [[York]] ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== [[Derby]] ===<br />
* Location: Towards the south-east corner of the island.<br />
* Shaman: Balchig<br />
* GPS coordinates: -70.095,+26.350 (Shaman location)<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swath of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
<br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Bushes may contain "Poisonous" berries which inflict damage.<br />
<br />
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452]<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known locations: [-70.380,+26.369]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377] (no icon)<br />
<br />
<br clear="both"><br />
<br />
==== Unknown Trees ====<br />
[[Image:Tree.gif|left]]<br />
<br />
These are trees whose locations are known, but not what type of fruit they bear.<br />
<br />
Known locations: [-70.401,+26.502], [-70.435,+26486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372]<br />
<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in Villages. Players can enter or leave a hut for 1 AP. A player inside a hut can no longer see any outside squares. The map shrinks to a 3x3 grid, that only reveals the hut interior and a grey border. The number of players that can fit inside one hut is unknown.<br />
<br />
Huts tend to look the same on the outside, but each one has its own description inside. Upon entering a hut, you may find that it is "empty" or "dishevelled" or quite possibly something else entirely. Certain huts provide specific resources depending on their description.<br />
<br />
Players can carve messages on the outside walls of huts with a tool such as a knife.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
<br />
Known locations: [-70.391,+26.480], [-70.111,+26.378]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.<br />
<br />
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.<br />
:So that isn't an accurate guess? :) Measuring the distance from 70E 26S to 71E 26S gives about 100km (62.5 miles). This would mean each block is 0.1km. Distance east-west is 67.4km, north-south is 26.8km (possibly a bit more). Is that any better?<br />
<br />
::Sounds pretty close to what I got for the per-block measurements. --[[User:Simon|Simon]] 02:24, 6 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2416Locations2006-03-09T10:11:32Z<p>Dr. J: /* Banana Tree */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== [[Dalpok]] ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== [[Raktam]] ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== [[Wiksik]] ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== [[Durham]] ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
* A hut filled with rifles and rifle bullets is located at -70.647,+26.349<br />
<br />
=== [[York]] ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== [[Derby]] ===<br />
* Location: Towards the south-east corner of the island.<br />
* Shaman: Balchig<br />
* GPS coordinates: -70.095,+26.350 (Shaman location)<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swath of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
<br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Bushes may contain "Poisonous" berries which inflict damage.<br />
<br />
Known locations of poisonous bushes: [-70.479,+26.453], [-70.481,+26.452]<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known locations: [-70.380,+26.369]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
Known locations: [-70.421,+26.408], [-70.500,+26.469] [-70.087,+26.377] (no icon)<br />
<br />
<br clear="both"><br />
<br />
==== Unknown Trees ====<br />
[[Image:Tree.gif|left]]<br />
<br />
These are trees whose locations are known, but not what type of fruit they bear.<br />
<br />
Known locations: [-70.401,+26.502], [-70.435,+26486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372]<br />
<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in Villages. Players can enter or leave a hut for 1 AP. A player inside a hut can no longer see any outside squares. The map shrinks to a 3x3 grid, that only reveals the hut interior and a grey border. The number of players that can fit inside one hut is unknown.<br />
<br />
Huts tend to look the same on the outside, but each one has its own description inside. Upon entering a hut, you may find that it is "empty" or "dishevelled" or quite possibly something else entirely. Certain huts provide specific resources depending on their description.<br />
<br />
Players can carve messages on their outside walls of huts with a tool.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
Also [-70.391, 26.48]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.<br />
<br />
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.<br />
:So that isn't an accurate guess? :) Measuring the distance from 70E 26S to 71E 26S gives about 100km (62.5 miles). This would mean each block is 0.1km. Distance east-west is 67.4km, north-south is 26.8km (possibly a bit more). Is that any better?<br />
<br />
::Sounds pretty close to what I got for the per-block measurements. --[[User:Simon|Simon]] 02:24, 6 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User:Dr._J&diff=2409User:Dr. J2006-03-09T08:36:06Z<p>Dr. J: </p>
<hr />
<div>= Mapping =<br />
<br />
As others have started talking about it, I might as well mention that I am currently mapping the whole of Shartak. I think that Shartak occupies a rectangle containing about 220,000 squares, although a large proportion are what I've termed "ocean" and are inaccessible. Another large chunk is deep and normal water.<br />
<br />
I've currently mapped around 18% of the 220,000 squares on ground level, as well as some of the under and over ground levels as well. My current best guess is still that it'll take about half a year to do the complete map.<br />
<br />
If you'd like to help, or would like help with your own mapping, get in touch. I've registered my email address on the wiki so you can use the "E-mail this user" link ([[Special:Emailuser/Dr._J]]) or else use my talk page: [[User_talk:Dr._J]]<br />
<br />
= Results =<br />
<br />
I'm treating ground level as level 0 and have discovered levels +2 and -2 so far. These are just to tease you :)<br />
<br />
== Tunnels ==<br />
<br />
[[Image:Dr_j_tunnel1.png]]<br />
Tunnels underneath the mountain at level -2, where ground level is 0.<br />
<br />
Light grey is the actual tunnel, dark grey is solid rock and black is unknown.<br />
<br />
The tunnels are generally one square wide. <br />
<br />
== Mountain ==<br />
<br />
[[Image:Dr_j_mountain_L2.png]]<br />
<br />
Light blue is mid-air, medium blue is waterfall, grey is mountain, green is jungle.<br />
<br />
Some of the lighter jungle areas do show where paths down the mountain exist, but not all of them are paths and some paths aren't shown. Tunnels are light grey.<br />
<br />
= Remember =<br />
<br />
[http://www.shartak.com/profile.cgi?id=1096 hydracorp]</div>Dr. Jhttps://wiki.shartak.com/index.php?title=The_Shartak_Wiki:Community_Portal&diff=2383The Shartak Wiki:Community Portal2006-03-08T14:40:03Z<p>Dr. J: /* [http://greasemonkey.mozdev.org/ Greasemonkey] Scripts */</p>
<hr />
<div>== Useful Links ==<br />
* [http://www.frappr.com/shartak Frappr map!]<br />
<br />
* [http://www.blackant.net/other/shartak/ Shartak MetaMap] - compilation of all submitted maps; submit your own and have it merged into the MetaMap. I'm assuming eventually friends/clans/strangers will start sharing their maps with eachother, so i'd rather provide a more open forum for the exchange. This is complete beta code, please let me know of any problems with submissions. --[[User:Frisco|Frisco]] 05:44, 6 March 2006 (GMT)<br />
<br />
== Useful Files ==<br />
=== [http://greasemonkey.mozdev.org/ Greasemonkey] Scripts===<br />
* [http://userscripts.org/scripts/source/3320.user.js Shartak Terrain Type Info], current version: '''pa6''' : script last updated moments ago, by [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 15:55, 5 March 2006 (GMT) <br />
:I didn't like having to keep checking the source to figure out the terrain type in the jungle while working on [[Search Odds Condensed]] so I hacked together a script based heavily off the UrbanDead AP Recovery Time Indicator. ''[http://userscripts.org/scripts/show/3320 script page on userscripts.org]''<br />
::* ''pa5 - [[User:Fitzcarraldo|Fitzcarraldo]] 11:07, 2 March 2006 (GMT) - Thanks to [[User:Frisco|Frisco]], the formatting has been fixed; I also removed the "map" text from the results and fixed the previously incorrect reference script.'' <br />
::* ''pa6 - fixed a problem of getting erroneous results when a square with an icon was present in any square north or due west of your position.''<br />
<br />
* [http://userscripts.org/scripts/source/3451.user.js Shartak Map Overlay], version 0.2 by [[User:VTBassMatt|VTBassMatt]] and [[User:Frisco|Frisco]] - shows you the community-created map as an overlay to your [[Skills|Exploration]] map; more information available at [http://mattandchristy.net/sharmap this page].<br />
<br />
* [http://userscripts.org/scripts/show/3455 Shartak Jungle Density Viewer], version 20060301 by [[User:Dr._J|Dr. J]] (based on [http://userscripts.org/scripts/source/3320.user.js Shartak Terrain Type Info]). This script displays the jungle density at each square, replacing "Jungle" with "Jungle 9".</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions:Implemented&diff=2376Suggestions:Implemented2006-03-08T10:59:25Z<p>Dr. J: /* Areas explored stat */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
This is a page of implemented suggestions for Shartak. Please refrain from editing or deleting any of the information recorded here.<br />
<br />
If you would like to comment on an implemented suggestion, consider using the [[Game Design]] page to voice your opinion.<br />
<br />
If you would like to make new suggestions, see the [[Suggestions]] page.<br />
<br />
== Implemented ==<br />
<br />
=== Writing on the tree (or sand) ===<br />
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid "carve-wars" the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)<br />
<br />
''Comments''<br />
* FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)<br />
** Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)<br />
<br />
=== Areas explored stat ===<br />
<br />
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Implemented, together with kill stats within profiles. --[[User:Simon|Simon]] 17:35, 7 March 2006 (GMT)<br />
** whoa! and pker's beware, everyone will now know if you killed your own at any point in your wretched past. --[[User:Frisco|Frisco]] 17:48, 7 March 2006 (GMT)<br />
**Not necessarily.. what if you were killing outsiders/natives from a different camp? --[[User:Simon|Simon]] 18:05, 7 March 2006 (GMT)<br />
**Thanks simon, I thought it would be a useful thing to have. --[[User:Daylan|Daylan]] 21:50, 7 March 2006 (GMT)<br />
* The area explored number refers to the number of 6*6 pixel squares you have uncovered on your map. As the map is 140*63 of these squares there are a possible 8,820 locations to uncover. A good proportion of these are inaccessible as they are mountain or ocean and the deep water locations are risky to explore because of sharks. My bet is that there are at most 4,000 locations available to be explored in this way --[[User:Dr. J|Dr. J]] 10:59, 8 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Derby&diff=2374Derby2006-03-08T08:50:35Z<p>Dr. J: </p>
<hr />
<div>Derby is one of the 3 outsider village [[Locations|locations]] on the island of Shartak.<br />
<br />
=Description=<br />
The village of '''Derby''' consists of several huts of various purpose, built within a roughly circular clearing. It is located east side of the island on the south coast. A shaman named '''Balchig''' is held captive in the center of the clearing.<br />
<br />
=Maps=<br />
<br />
{| cellspacing=1 cellpadding=8 style="background-color:#e0e0e0" |<br />
| colspan=15 bgcolor=#f9f9f9 | '''The Village of Derby - Territory Map'''<br />
|-<br />
| bgcolor=#33c033|01<br />
| bgcolor=#33c033|02<br />
| bgcolor=#33c033|03<br />
| bgcolor=#33c033|04<br />
| bgcolor=#33c033|05<br />
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|-<br />
| colspan=15 bgcolor=#f9f9f9 | '''Territory Map Legend'''<br />
|-<br />
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| colspan=14 bgcolor=#f9f9f9 | Unexplored/Unrecorded<br />
|-<br />
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| colspan=14 bgcolor=#f9f9f9 | Unincorporated ("Jungle")<br />
|-<br />
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| colspan=14 bgcolor=#f9f9f9 | Village Territory ("Derby")<br />
|-<br />
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| colspan=14 bgcolor=#f9f9f9 | Hut<br />
|-<br />
| bgcolor=#aa8866|'''S'''<br />
| colspan=14 bgcolor=#f9f9f9 | Shaman<br />
|-<br />
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| colspan=14 bgcolor=#f9f9f9 | Beach<br />
|-<br />
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| colspan=14 bgcolor=#f9f9f9 | Water<br />
|}<br />
<br />
Notes<br />
* The above is a territory map, not a jungle density map. Jungle density fluctuates, anyway. Therefore, the jungle and village squares will very likely be colored differently in-game than they are here.<br />
* The numbers on the map are merely for local reference, and are not related to GPS coordinates at all.<br />
<br />
[[Category:Locations]]</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=2356Suggestions:Miscellaneous2006-03-07T18:55:19Z<p>Dr. J: /* Spirit Movement */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for "other" ideas that don't fit into an easy category. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Other ==<br />
<br />
=== Supplies in settlements ===<br />
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.<br />
<br />
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?<br />
<br />
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]<br />
<br />
''Comments''<br />
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
as a res''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Writing on the tree (or sand) ===<br />
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid "carve-wars" the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)<br />
<br />
''Comments''<br />
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)<br />
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)<br />
<br />
=== Informational messages ===<br />
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)<br />
<br />
''Comments''<br />
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]<br />
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]<br />
:How about making a list of "informational messages" that might be required? - [[User:Snarf|Snarf]]<br />
:* PlayerX killed PlayerY.<br />
:* PlayerX killed animal.<br />
:* PlayerY died from eating some poisonous berries. (self-inflicted death)<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
=== Areas explored stat ===<br />
<br />
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
* Implemented, together with kill stats within profiles. --[[User:Simon|Simon]] 17:35, 7 March 2006 (GMT)<br />
** whoa! and pker's beware, everyone will now know if you killed your own at any point in your wretched past. --[[User:Frisco|Frisco]] 17:48, 7 March 2006 (GMT)<br />
**Not necessarily.. what if you were killing outsiders/natives from a different camp? --[[User:Simon|Simon]] 18:05, 7 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Talk:Suggestions&diff=2344Talk:Suggestions2006-03-07T16:19:34Z<p>Dr. J: /* Style Guidelines */</p>
<hr />
<div>== Style Guidelines ==<br />
<br />
Perhaps a little formatting is needed for this page. Where do we append the new suggestions on this page? I've seen them stacked on top and I've seen them placed at the bottom. I've been placing them at the bottom. In theory that gives the users an opportunity to scan the list to see if something similarly listed is already there. --[[User:Lint|Lint]] 06:28, 5 March 2006 (GMT)<br />
<br />
Also, replies. Should we use the indentations from colons (:) or the bulleted lists (*). I'm sort of leaning towards bulleted lists, but they make it difficult to form multiple paragraphs and require all the replies to be directly one line below the other which is horrible to read when editing. The colons are nice, especially with all the freedom they provide, but it becomes a bit difficult to see who is replying to what. --[[User:Lint|Lint]] 06:28, 5 March 2006 (GMT)<br />
<br />
Maybe we should break it up into pages by suggestion type, like a skills page, item page, ect. and if people have a big suggestion they could go into a large suggestion page(for suggesting a skill and item).-- [[User:Daylan|Daylan]] 00:45, 7 March 2006 (GMT)<br />
<br />
:I think that we all have slightly different interpretations of what suggestions fall under what sections. It would probably be more straight-forward to just list suggestions chronologically and move the old suggestions to [[Suggestions/Archives]] (or something like that) and implemented suggestions to [[Suggestions/Implemented]] (or something like that). --[[User:Lint|Lint]] 02:18, 7 March 2006 (GMT)<br />
<br />
::I think it'd be easier to keep good suggestions on the same page, move implemented ones off to another page and things that are considered by most people to be a bad idea can get pushed to a different page to be ignored, revisited later, or whatever. --[[User:Simon|Simon]] 09:38, 7 March 2006 (GMT)<br />
<br />
:::I guess [[User:Dr. J|Dr. J]] broke the page up by suggestion type this morning. --[[User:Berry|Berry]] 16:14, 7 March 2006 (GMT)<br />
::::Sorry, I'd missed this page and discussion somehow. --[[User:Dr. J|Dr. J]] 16:19, 7 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=2343Suggestions:Items2006-03-07T16:17:35Z<p>Dr. J: My comments on sextant (I did create a Suggestions:Items page, but must not've pressed submit - thanks for fixing that!)</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for [[Items]]. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Items ==<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
<br />
=== Meat ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
* But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
<br />
=== GPS Unit (Redesign) ===<br />
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
<br />
''Comments''<br />
* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
* Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
** Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
*** That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
<br />
=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
* drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
* a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
* special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly. Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as "Empty Inside" or "Shaman's Hut". --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me. About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario. According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island. Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions&diff=2339Suggestions2006-03-07T15:21:02Z<p>Dr. J: Split suggestions page into separate pages as it was becoming pretty unwieldy.</p>
<hr />
<div>Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
== Separate Suggestion Pages ==<br />
<br />
This page was becoming rather unwieldy, so it has been split into separate pages:<br />
<br />
* [[Suggestions:Skills]]<br />
* [[Suggestions:Items]]<br />
* [[Suggestions:Other]]<br />
* [[Suggestions:Classes]]<br />
* [[Suggestions:Game_Mechanics]]<br />
<br />
== To-do list? ==<br />
<br />
Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a "things I might do" list like this page but a "things I am going to do" list.<br />
<br />
--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)<br />
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions:Skills&diff=2338Suggestions:Skills2006-03-07T15:20:20Z<p>Dr. J: </p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for [[Skills]]. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Skills ==<br />
<br />
===Planting/agriculture===<br />
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)<br />
<br />
''Comments''<br />
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)<br />
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Weapon Skills ===<br />
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)<br />
<br />
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they "blow") and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)<br />
<br />
Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT<br />
<br />
''Comments''<br />
<br />
=== Tracking ===<br />
Anyone with the Tracking skill should be able to track where people have gone, either generic "A native passed by here recently" or more specific "Average Joe left heading north 2 days ago".<br />
<br />
''Comments''<br />
* Should probably be a timelimit so you don't see "Average Joe left heading north 90 days ago". - [[User:Snarf|Snarf]]<br />
<br />
=== Religious Devotion ===<br />
Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
=== Jungle Skills ===<br />
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.<br />
: Jungle Lore: Player has x% chance of discovering item/artifact. Might work in conjunction with search skill.<br />
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]<br />
: Some kind of "hiding" skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of "reforesting" a block to dark green, and someone who chops through would "uncover" you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)<br />
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)<br />
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would "unhide" the person. I was also thinking how the "reforesting" aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)<br />
<br />
=== Skinning ===<br />
This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
* Extend skinning to killed players? No, that's just wrong. We are civilized.<br />
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.<br />
* Make skinning always produce an item, rather than chance? No, I like a good challenge.<br />
* Perhaps it could be tied to the Meat suggestion? Possibly.<br />
<br />
''Comments''<br />
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration? *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)<br />
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)<br />
<br />
=== Animal Spirit ===<br />
(native only) Upon gaining this skill, an animal type is associated with the player. Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player. Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus. Bonus could be dependant on animal. Upon player death, there is a chance the player's animal spirit will change. --frisco<br />
<br />
''Comments''<br />
<br />
=== Build Training ===<br />
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around. However, Outsiders should have an "Advanced" skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)<br />
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
<br />
=== Trap Laying ===<br />
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment. This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side. Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)<br />
:This was already proposed in the "jungle skills" section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
<br />
===Comment Cartography===<br />
Applies to Natives & Outsiders, most likely best applied only to the classes, scouts & explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 17:05, 5 March 2006 (GMT)<br />
<br />
''Comments''</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=2337Suggestions:Miscellaneous2006-03-07T15:20:18Z<p>Dr. J: </p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for "other" ideas that don't fit into an easy category. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Other ==<br />
<br />
=== Supplies in settlements ===<br />
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.<br />
<br />
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?<br />
<br />
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]<br />
<br />
''Comments''<br />
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
as a res''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Writing on the tree (or sand) ===<br />
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid "carve-wars" the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)<br />
<br />
''Comments''<br />
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)<br />
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)<br />
<br />
=== Informational messages ===<br />
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)<br />
<br />
''Comments''<br />
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]<br />
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]<br />
:How about making a list of "informational messages" that might be required? - [[User:Snarf|Snarf]]<br />
:* PlayerX killed PlayerY.<br />
:* PlayerX killed animal.<br />
:* PlayerY died from eating some poisonous berries. (self-inflicted death)<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
=== Areas explored stat ===<br />
<br />
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)<br />
<br />
''Comments''</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions:Classes&diff=2336Suggestions:Classes2006-03-07T15:20:16Z<p>Dr. J: </p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for [[Character_Classes]]. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Classes ==<br />
<br />
=== Priest ===<br />
Starts off with a "Holy Scripture" and the "Religious Devotion Skill". --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)<br />
<br />
=== Scientist (Rename) ===<br />
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
<br />
''Comments''<br />
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)<br />
<br />
::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term "Scientist" suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)<br />
<br />
::I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes). On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)<br />
<br />
=== Villager/Settler ===<br />
<br />
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the "consumer" class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak. This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in "that other game"?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Animal ===<br />
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
:(Obligatory thinly-disguised anti-griefing suggestion) I'd expect that a playable animal would never be able to see humans' names. --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
:How would the existing human skill '''Animal Affinity''' affect playable animals? --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
::''You go to attack Dr. J but he scratches you under your chin so you decide not to''<br />
:::Haha, okay, I guess that's sorted after all :) --[[User:Berry|Berry]] 14:26, 7 March 2006 (GMT)<br />
<br />
=== Pirate ===<br />
Every tropical island needs pirates! Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read). Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too). If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)<br />
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=2335Suggestions:Game mechanics2006-03-07T15:20:13Z<p>Dr. J: </p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for game mechanics. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
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* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
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*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
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=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
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''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
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:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
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:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
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:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
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:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
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:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
::* Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
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=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
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''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
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=== Pet System ===<br />
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
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''Comments''<br />
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
:I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
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=== Profile Effect Items ===<br />
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
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''Comments''<br />
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=== Unique Item Hunt ===<br />
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
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''Comments''<br />
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions&diff=2334Suggestions2006-03-07T15:05:42Z<p>Dr. J: Water supply</p>
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<div>Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
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Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
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Bug reports should go on the [[Bugs]] page.<br />
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== To-do list? ==<br />
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Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a "things I might do" list like this page but a "things I am going to do" list.<br />
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--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)<br />
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)<br />
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{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
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== Skills ==<br />
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===Planting/agriculture===<br />
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)<br />
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''Comments''<br />
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)<br />
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
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=== Weapon Skills ===<br />
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)<br />
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they "blow") and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)<br />
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT<br />
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''Comments''<br />
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=== Tracking ===<br />
Anyone with the Tracking skill should be able to track where people have gone, either generic "A native passed by here recently" or more specific "Average Joe left heading north 2 days ago".<br />
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''Comments''<br />
* Should probably be a timelimit so you don't see "Average Joe left heading north 90 days ago". - [[User:Snarf|Snarf]]<br />
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=== Religious Devotion ===<br />
Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
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''Comments''<br />
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=== Jungle Skills ===<br />
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.<br />
: Jungle Lore: Player has x% chance of discovering item/artifact. Might work in conjunction with search skill.<br />
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]<br />
: Some kind of "hiding" skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of "reforesting" a block to dark green, and someone who chops through would "uncover" you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)<br />
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''Comments''<br />
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)<br />
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)<br />
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would "unhide" the person. I was also thinking how the "reforesting" aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)<br />
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=== Skinning ===<br />
This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
* Extend skinning to killed players? No, that's just wrong. We are civilized.<br />
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.<br />
* Make skinning always produce an item, rather than chance? No, I like a good challenge.<br />
* Perhaps it could be tied to the Meat suggestion? Possibly.<br />
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''Comments''<br />
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration? *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)<br />
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)<br />
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=== Animal Spirit ===<br />
(native only) Upon gaining this skill, an animal type is associated with the player. Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player. Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus. Bonus could be dependant on animal. Upon player death, there is a chance the player's animal spirit will change. --frisco<br />
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''Comments''<br />
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=== Build Training ===<br />
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)<br />
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''Comments''<br />
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around. However, Outsiders should have an "Advanced" skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)<br />
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
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=== Trap Laying ===<br />
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)<br />
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''Comments''<br />
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment. This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side. Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)<br />
:This was already proposed in the "jungle skills" section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
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===Comment Cartagraphy===<br />
Applies to Natives & Outsiders, most likely best applied only to the classes, scouts & explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 17:05, 5 March 2006 (GMT)<br />
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''Comments''<br />
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== Items ==<br />
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=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
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''Comments''<br />
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
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=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
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''Comments''<br />
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
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=== Meat ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
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''Comments''<br />
* But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
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=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
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''Comments''<br />
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
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=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
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''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
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=== GPS Unit (Redesign) ===<br />
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
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''Comments''<br />
* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
* Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
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=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
* drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
* a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
* special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
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''Comments''<br />
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly. Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as "Empty Inside" or "Shaman's Hut". --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me. About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario. According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island. Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)<br />
<br />
== Other ==<br />
<br />
=== Supplies in settlements ===<br />
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.<br />
<br />
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?<br />
<br />
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]<br />
<br />
''Comments''<br />
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
as a res''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Writing on the tree (or sand) ===<br />
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid "carve-wars" the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)<br />
<br />
''Comments''<br />
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)<br />
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)<br />
<br />
=== Informational messages ===<br />
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)<br />
<br />
''Comments''<br />
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]<br />
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]<br />
:How about making a list of "informational messages" that might be required? - [[User:Snarf|Snarf]]<br />
:* PlayerX killed PlayerY.<br />
:* PlayerX killed animal.<br />
:* PlayerY died from eating some poisonous berries. (self-inflicted death)<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
=== Areas explored stat ===<br />
<br />
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
== Classes ==<br />
<br />
=== Priest ===<br />
Starts off with a "Holy Scripture" and the "Religious Devotion Skill". --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)<br />
<br />
=== Scientist (Rename) ===<br />
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
<br />
''Comments''<br />
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)<br />
<br />
::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term "Scientist" suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)<br />
<br />
::I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes). On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)<br />
<br />
=== Villager/Settler ===<br />
<br />
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the "consumer" class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak. This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in "that other game"?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Animal ===<br />
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
:(Obligatory thinly-disguised anti-griefing suggestion) I'd expect that a playable animal would never be able to see humans' names. --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
:How would the existing human skill '''Animal Affinity''' affect playable animals? --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
::''You go to attack Dr. J but he scratches you under your chin so you decide not to''<br />
:::Haha, okay, I guess that's sorted after all :) --[[User:Berry|Berry]] 14:26, 7 March 2006 (GMT)<br />
<br />
=== Pirate ===<br />
Every tropical island needs pirates! Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read). Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too). If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)<br />
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
::* Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
=== Pet System ===<br />
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
:I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
<br />
=== Profile Effect Items ===<br />
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
=== Unique Item Hunt ===<br />
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions&diff=2322Suggestions2006-03-07T12:49:50Z<p>Dr. J: /* Animal */</p>
<hr />
<div>Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
== To-do list? ==<br />
<br />
Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a "things I might do" list like this page but a "things I am going to do" list.<br />
<br />
--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)<br />
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)<br />
<br />
{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== Skills ==<br />
<br />
===Planting/agriculture===<br />
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)<br />
<br />
''Comments''<br />
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)<br />
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Weapon Skills ===<br />
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)<br />
<br />
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they "blow") and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)<br />
<br />
Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT<br />
<br />
''Comments''<br />
<br />
=== Tracking ===<br />
Anyone with the Tracking skill should be able to track where people have gone, either generic "A native passed by here recently" or more specific "Average Joe left heading north 2 days ago".<br />
<br />
''Comments''<br />
* Should probably be a timelimit so you don't see "Average Joe left heading north 90 days ago". - [[User:Snarf|Snarf]]<br />
<br />
=== Religious Devotion ===<br />
Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
=== Jungle Skills ===<br />
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.<br />
: Jungle Lore: Player has x% chance of discovering item/artifact. Might work in conjunction with search skill.<br />
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]<br />
: Some kind of "hiding" skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of "reforesting" a block to dark green, and someone who chops through would "uncover" you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)<br />
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)<br />
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would "unhide" the person. I was also thinking how the "reforesting" aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)<br />
<br />
=== Skinning ===<br />
This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
* Extend skinning to killed players? No, that's just wrong. We are civilized.<br />
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.<br />
* Make skinning always produce an item, rather than chance? No, I like a good challenge.<br />
* Perhaps it could be tied to the Meat suggestion? Possibly.<br />
<br />
''Comments''<br />
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration? *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)<br />
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)<br />
<br />
=== Animal Spirit ===<br />
(native only) Upon gaining this skill, an animal type is associated with the player. Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player. Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus. Bonus could be dependant on animal. Upon player death, there is a chance the player's animal spirit will change. --frisco<br />
<br />
''Comments''<br />
<br />
=== Build Training ===<br />
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around. However, Outsiders should have an "Advanced" skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)<br />
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
<br />
=== Trap Laying ===<br />
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment. This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side. Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)<br />
:This was already proposed in the "jungle skills" section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
<br />
===Comment Cartagraphy===<br />
Applies to Natives & Outsiders, most likely best applied only to the classes, scouts & explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 17:05, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
== Items ==<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
<br />
=== Meat ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
* But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
<br />
=== GPS Unit (Redesign) ===<br />
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
:::::drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
:::::a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
:::::special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
<br />
== Other ==<br />
<br />
=== Supplies in settlements ===<br />
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.<br />
<br />
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?<br />
<br />
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]<br />
<br />
''Comments''<br />
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
as a res''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Writing on the tree (or sand) ===<br />
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid "carve-wars" the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)<br />
<br />
''Comments''<br />
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)<br />
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)<br />
<br />
=== Informational messages ===<br />
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)<br />
<br />
''Comments''<br />
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]<br />
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]<br />
:How about making a list of "informational messages" that might be required? - [[User:Snarf|Snarf]]<br />
:* PlayerX killed PlayerY.<br />
:* PlayerX killed animal.<br />
:* PlayerY died from eating some poisonous berries. (self-inflicted death)<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
=== Areas explored stat ===<br />
<br />
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
== Classes ==<br />
<br />
=== Priest ===<br />
Starts off with a "Holy Scripture" and the "Religious Devotion Skill". --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)<br />
<br />
=== Scientist (Rename) ===<br />
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
<br />
''Comments''<br />
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)<br />
<br />
::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term "Scientist" suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)<br />
<br />
::I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes). On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)<br />
<br />
=== Villager/Settler ===<br />
<br />
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the "consumer" class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak. This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in "that other game"?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Animal ===<br />
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
:(Obligatory thinly-disguised anti-griefing suggestion) I'd expect that a playable animal would never be able to see humans' names. --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
:How would the existing human skill '''Animal Affinity''' affect playable animals? --[[User:Berry|Berry]] 12:38, 7 March 2006 (GMT)<br />
::''You go to attack Dr. J but he scratches you under your chin so you decide not to''<br />
<br />
=== Pirate ===<br />
Every tropical island needs pirates! Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read). Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too). If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)<br />
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Pet System ===<br />
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
<br />
=== Profile Effect Items ===<br />
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
=== Unique Item Hunt ===<br />
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User:Dr._J&diff=2319User:Dr. J2006-03-07T11:56:56Z<p>Dr. J: Added maps</p>
<hr />
<div>= Mapping =<br />
<br />
As others have started talking about it, I might as well mention that I am currently mapping the whole of Shartak. I think that Shartak occupies a rectangle containing about 220,000 squares, although a large proportion are what I've termed "ocean" and are inaccessible. Another large chunk is deep and normal water.<br />
<br />
I've currently mapped around 18% of the 220,000 squares on ground level, as well as some of the under and over ground levels as well. My current best guess is still that it'll take about half a year to do the complete map.<br />
<br />
If you'd like to help, or would like help with your own mapping, get in touch. I've registered my email address on the wiki so you can use the "E-mail this user" link ([[Special:Emailuser/Dr._J]]) or else use my talk page: [[User_talk:Dr._J]]<br />
<br />
= Results =<br />
<br />
I'm treating ground level as level 0 and have discovered levels +2 and -2 so far. These are just to tease you :)<br />
<br />
== Tunnels ==<br />
<br />
[[Image:Dr_j_tunnel1.png]]<br />
Tunnels underneath the mountain at level -2, where ground level is 0.<br />
<br />
Light grey is the actual tunnel, dark grey is solid rock and black is unknown.<br />
<br />
The tunnels are generally one square wide. <br />
<br />
== Mountain ==<br />
<br />
[[Image:Dr_j_mountain_L2.png]]<br />
<br />
Light blue is mid-air, medium blue is waterfall, grey is mountain, green is jungle.<br />
<br />
Some of the lighter jungle areas do show where paths down the mountain exist, but not all of them are paths and some paths aren't shown. Tunnels are light grey.</div>Dr. Jhttps://wiki.shartak.com/index.php?title=File:Dr_j_mountain_L2.png&diff=2317File:Dr j mountain L2.png2006-03-07T11:43:59Z<p>Dr. J: Mountain map at level 2, where ground level is level 0.
Light blue is mid-air, medium blue is waterfall, grey is mountain, green is jungle.
Some of the lighter jungle areas do show where paths down the mountain exist, but not all of them are paths and s</p>
<hr />
<div>Mountain map at level 2, where ground level is level 0.<br />
<br />
Light blue is mid-air, medium blue is waterfall, grey is mountain, green is jungle.<br />
<br />
Some of the lighter jungle areas do show where paths down the mountain exist, but not all of them are paths and some paths aren't shown. Tunnels are light grey.</div>Dr. Jhttps://wiki.shartak.com/index.php?title=File:Dr_j_tunnel1.png&diff=2315File:Dr j tunnel1.png2006-03-07T11:28:55Z<p>Dr. J: Tunnels underneath the mountain at level -2, where ground level is 0.
Light grey is the actual tunnel, dark grey is solid rock and black is unknown.
The tunnels are generally one square wide.</p>
<hr />
<div>Tunnels underneath the mountain at level -2, where ground level is 0.<br />
<br />
Light grey is the actual tunnel, dark grey is solid rock and black is unknown.<br />
<br />
The tunnels are generally one square wide.</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2313Locations2006-03-07T11:08:38Z<p>Dr. J: More trees</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== [[Dalpok]] ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== [[Raktam]] ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== [[Wiksik]] ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== [[Durham]] ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
* A hut filled with rifles and rifle bullets is located at -70.647,+26.349<br />
<br />
=== [[York]] ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== [[Derby]] ===<br />
* Location: Towards the south-east corner of the island.<br />
* Shaman: Balchig<br />
* GPS coordinates: -70.095,+26.350 (Shaman location)<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swath of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
<br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Searched and found berries which took away 2 HP when eaten.<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known locations:<br />
[-70.380,+26.369]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
Known locations: [-70.421,+26.408]<br />
<br clear="both"><br />
<br />
==== Unknown Trees ====<br />
[[Image:Tree.gif|left]]<br />
<br />
These are trees whose locations are known, but not what type of fruit they bear.<br />
<br />
Known locations: [-70.401,+26.502], [-70.435,+26486], [-70.316,+26.504], [-70.119,+26.378], [-70.654,+26.361], [-70.666,+26.373], [-70.667,+26.372]<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in villages. Players can enter huts for shelter.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
Also [-70.391, 26.48]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.<br />
<br />
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.<br />
:So that isn't an accurate guess? :) Measuring the distance from 70E 26S to 71E 26S gives about 100km (62.5 miles). This would mean each block is 0.1km. Distance east-west is 67.4km, north-south is 26.8km (possibly a bit more). Is that any better?<br />
<br />
::Sounds pretty close to what I got for the per-block measurements. --[[User:Simon|Simon]] 02:24, 6 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User:Dr._J&diff=2311User:Dr. J2006-03-07T10:57:09Z<p>Dr. J: </p>
<hr />
<div>= Mapping =<br />
<br />
As others have started talking about it, I might as well mention that I am currently mapping the whole of Shartak. I think that Shartak occupies a rectangle containing about 220,000 squares, although a large proportion are what I've termed "ocean" and are inaccessible. Another large chunk is deep and normal water.<br />
<br />
I've currently mapped around 18% of the 220,000 squares on ground level, as well as some of the under and over ground levels as well. My current best guess is still that it'll take about half a year to do the complete map.<br />
<br />
If you'd like to help, or would like help with your own mapping, get in touch. I've registered my email address on the wiki so you can use the "E-mail this user" link ([[Special:Emailuser/Dr._J]]) or else use my talk page: [[User_talk:Dr._J]]</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2309Locations2006-03-07T10:54:56Z<p>Dr. J: Links to village pages</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== [[Dalpok]] ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== [[Raktam]] ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== [[Wiksik]] ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== [[Durham]] ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
* A hut filled with rifles and rifle bullets is located at -70.647,+26.349<br />
<br />
=== [[York]] ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== [[Derby]] ===<br />
* Location: Towards the south-east corner of the island.<br />
* Shaman: Balchig<br />
* GPS coordinates: -70.095,+26.350 (Shaman location)<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swath of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
<br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Searched and found berries which took away 2 HP when eaten.<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known locations:<br />
[-70.380,+26.369]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
Known locations: [-70.421,+26.408]<br />
<br clear="both"><br />
<br />
==== Unknown Trees ====<br />
[[Image:Tree.gif|left]]<br />
<br />
These are trees whose locations are known, but not what type of fruit they bear.<br />
<br />
Known locations: [-70.401,+26.502], [-70.435,+26486], [-70.316,+26.504]<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in villages. Players can enter huts for shelter.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
Also [-70.391, 26.48]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.<br />
<br />
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.<br />
:So that isn't an accurate guess? :) Measuring the distance from 70E 26S to 71E 26S gives about 100km (62.5 miles). This would mean each block is 0.1km. Distance east-west is 67.4km, north-south is 26.8km (possibly a bit more). Is that any better?<br />
<br />
::Sounds pretty close to what I got for the per-block measurements. --[[User:Simon|Simon]] 02:24, 6 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Durham&diff=2308Durham2006-03-07T10:54:04Z<p>Dr. J: Fixed incorrect new line</p>
<hr />
<div>Durham is one of the 3 outsider village [[Locations|locations]] on the island of Shartak.<br />
<br />
=Description=<br />
The village of '''Durham''' consists of twenty huts of various purpose, built within a roughly oblong clearing. It is located in the west of the island on the south coast. A shaman named '''Kadmor''' is held captive in the very center of the clearing.<br />
<br />
=Maps=<br />
<br />
{| cellspacing=1 cellpadding=8 style="background-color:#e0e0e0" |<br />
| colspan=16 bgcolor=#f9f9f9 | '''The Village of Durham - Territory Map'''<br />
Territory Map<br />
|-<br />
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|-<br />
| colspan=16 bgcolor=#f9f9f9 | '''Territory Map Legend'''<br />
|-<br />
| bgcolor=#e0e0e0|<br />
| colspan=15 bgcolor=#f9f9f9 | Unexplored/Unrecorded<br />
|-<br />
| bgcolor=#33c033|<br />
| colspan=15 bgcolor=#f9f9f9 | Unincorporated ("Jungle")<br />
|-<br />
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| colspan=15 bgcolor=#f9f9f9 | Village Territory ("Durham")<br />
|-<br />
| bgcolor=#aa8866|H<br />
| colspan=15 bgcolor=#f9f9f9 | Hut<br />
|-<br />
| bgcolor=#aa8866|'''S'''<br />
| colspan=15 bgcolor=#f9f9f9 | Shaman<br />
|-<br />
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| colspan=15 bgcolor=#f9f9f9 | Beach<br />
|-<br />
| bgcolor=#6666ff|<br />
| colspan=15 bgcolor=#f9f9f9 | Water<br />
|}<br />
<br />
Notes<br />
* The above is a territory map, not a jungle density map. Jungle density fluctuates, anyway. Therefore, the jungle and village squares will very likely be colored differently in-game than they are here.<br />
* The numbers on the map are merely for local reference, and are not related to GPS coordinates at all.<br />
<br />
<br />
[[Category:Locations]]</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Durham&diff=2307Durham2006-03-07T10:52:50Z<p>Dr. J: </p>
<hr />
<div>Durham is one of the 3 outsider village [[Locations|locations]] on the island of Shartak.<br />
<br />
=Description=<br />
The village of '''Durham''' consists of twenty huts of various purpose, built within a roughly oblong clearing. It is located in the west of the island on the south coast. A shaman named '''Kadmor''' is held captive in the very center of the clearing.<br />
<br />
=Maps=<br />
<br />
{| cellspacing=1 cellpadding=8 style="background-color:#e0e0e0" |<br />
| colspan=16 bgcolor=#f9f9f9 | '''The Village of Durham - Territory Map'''<br />
Territory Map<br />
|-<br />
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|-<br />
| colspan=15 bgcolor=#f9f9f9 | '''Territory Map Legend'''<br />
|-<br />
| bgcolor=#e0e0e0|<br />
| colspan=14 bgcolor=#f9f9f9 | Unexplored/Unrecorded<br />
|-<br />
| bgcolor=#33c033|<br />
| colspan=14 bgcolor=#f9f9f9 | Unincorporated ("Jungle")<br />
|-<br />
| bgcolor=#aa8866|<br />
| colspan=14 bgcolor=#f9f9f9 | Village Territory ("Durham")<br />
|-<br />
| bgcolor=#aa8866|H<br />
| colspan=14 bgcolor=#f9f9f9 | Hut<br />
|-<br />
| bgcolor=#aa8866|'''S'''<br />
| colspan=14 bgcolor=#f9f9f9 | Shaman<br />
|-<br />
| bgcolor=#ffebcd|<br />
| colspan=14 bgcolor=#f9f9f9 | Beach<br />
|-<br />
| bgcolor=#6666ff|<br />
| colspan=14 bgcolor=#f9f9f9 | Water|}<br />
<br />
Notes<br />
* The above is a territory map, not a jungle density map. Jungle density fluctuates, anyway. Therefore, the jungle and village squares will very likely be colored differently in-game than they are here.<br />
* The numbers on the map are merely for local reference, and are not related to GPS coordinates at all.<br />
<br />
<br />
[[Category:Locations]]</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Bugs&diff=2254Bugs2006-03-06T23:19:31Z<p>Dr. J: /* Possible Bugs */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
== Possible Bugs ==<br />
<br />
=== GPS Underground ===<br />
GPS probably shouldn't work in caves/tunnels etc.<br />
<br />
=== Ruins no huts shown, but three choices? ===<br />
At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?<br />
#should the huts or at least a single hut be shown?<br />
#should there be three huts in one square?<br />
#should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : "Enter Hut"<br />
:It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1" "Enter Hut 2" etc. --[[User:Simon|Simon]] 16:42, 1 March 2006 (GMT)<br />
<br />
===Unable to Log in===<br />
I am unable to sign on as either of my characters for the last two days. When I try I get a "sorry, you need to be logged in to access this page" message. Is something wrong with the sight? [[User:Abe Froeman|Abe Froeman]]<br />
:Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --[[User:Simon|Simon]] <br />
::Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. [[User:Abe Froeman|Abe Froeman]]<br />
:::Enable cookies in your browser<br />
<br />
=== Not being resurrected ===<br />
My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --[[User:Dr. J|Dr. J]] 23:19, 6 March 2006 (GMT)<br />
<br />
== Fixed Bugs ==<br />
<br />
=== Writing Whilst Dead ===<br />
I can write in the sand whilst dead. Should I be able to? --[[User:Dr. J|Dr. J]] 09:02, 4 March 2006 (GMT)<br />
:Umm, no. Bug has been fixed. --[[User:Simon|Simon]] 10:31, 4 March 2006 (GMT)<br />
<br />
=== Rats in Rocks ===<br />
I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was "map density" --[[User:Dr. J|Dr. J]] 16:42, 15 February 2006 (GMT)<br />
:They'd obviously crawled down a crack that was too narrow to show up on the map. --[[User:Snarf|Snarf]] 19:22, 15 February 2006 (GMT)<br />
:: :P Well ok, so it's a graphics glitch then as the rock wasn't shown. --[[User:Dr. J|Dr. J]] 00:21, 16 February 2006 (GMT)<br />
:: Have you seen this again or was it just twice? --[[User:Simon|Simon]] 10:33, 24 February 2006 (GMT)<br />
<br />
=== Consistent Animal Spawning ===<br />
I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square. I killed it, another one appeared, killed that, and now there's another one there. Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill. Is animal spawning non-random or is this a coincidence? If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco<br />
:This happened to me, except with parrots. I don't think its unusual or bad to find a "den" where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--[[User:Jackel|Jackel]] 17:45, 23 February 2006 (GMT)<br />
<br />
:Seen this too now, with parrots, does look buggy to me. --[[User:Murk|Murk]] 18:25, 23 February 2006 (GMT)<br />
<br />
::This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --[[User:Simon|Simon]] 20:43, 23 February 2006 (GMT)<br />
<br />
=== Character Creation ===<br />
Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error "Please ensure you fill in all fields marked with a *" Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank. (All 16 of them) and get the same error. I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already. --[[User:Feegle|Feegle]] 16:07, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
I encountered the same error as well. --[[User:aidurandal|aidurandal]] 16:36, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me as well.--[[User:Dr. Doom|Dr. Doom]] 16:50, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Encountered the same error. --[[User:Caribbean Ghost|Caribbean Ghost]] 17:47, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me.When are they going to fix this??--[[User:X10000|X10000|]]<br />
<br />
-Calm down, X10000. I first reported this bug under three hours ago. Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day. I suspect he'll fix it as fast as he can. --[[User:Feegle|Feegle]] 18:56, 11 February 2006 (GMT)<br />
<br />
- Sorry. Should be fixed now. --[[User:Simon|Simon]] 23:01, 11 February 2006 (GMT)<br />
<br />
=== Profile Error Relating to Hit Limit? ===<br />
My characters (3 of them) all have "This character not subject to the IP limit" at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Whoops! Fixed now. -Simon<br />
<br />
=== Refresh uses AP ===<br />
<br />
When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - [[User:Durja|Durja]] 18:16, 5 February 2006 (GMT)<br />
:This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon<br />
::Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - [[User:Durja|Durja]] 21:15, 5 February 2006 (GMT)<br />
::To rework the movement may be a bit complicated. How about just having a button labelled "Refresh" that doesn't use any AP? -Simon<br />
::: That would be very much appricated. Thanks. [[User:Durja|Durja]] 18:12, 6 February 2006 (GMT)<br />
::: Refresh Page button added -[[User:Simon|Simon]] 09:47, 7 February 2006 (GMT)<br />
<br />
===Grassland Colour===<br />
<br />
Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --[[User:Kevan|Kevan]] 13:06, 30 January 2006 (GMT)<br />
:Fixed, just cosmetic hiccup --[[User:Simon|Simon]] 22:02, 3 February 2006 (GMT)<br />
<br />
===Yellow Jungle===<br />
<br />
Moai's found some [http://i1.tinypic.com/n3kt91.jpg mysterious yellow jungle squares] near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --[[User:Kevan|Kevan]] 09:17, 3 February 2006 (GMT)<br />
:Fixed, purely cosmetic --[[User:Simon|Simon]] 11:54, 3 February 2006 (GMT)<br />
<br />
=== Animals don't pursue players ===<br />
<br />
As documented [[Talk:Tips_and_Tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)<br />
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)<br />
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)<br />
:::Hopefully not! I'll keep an eye out for animals taking a bath though. --[[User:Simon|Simon]] 01:22, 5 March 2006 (GMT)<br />
<br />
== Not Bugs ==<br />
<br />
=== Finding Dropped Items ===<br />
I dropped my machete by mistake due to clumsy fingers. Searching doesn't find it again - surely if I drop something I should be able to pick it up again? --[[User:Torok|Torok]]<br />
:As with UD (the game Shartak is based on) dropping something is akin to getting rid of it. This isn't a bug, just don't have clumsy fingers--[[User:Jackel|Jackel]] 17:41, 23 February 2006 (GMT)<br />
:Quite right. I have considered implementing semi-sticky objects such that if you drop something, and then search immediately, you'll actually find the thing you dropped, but thought that might annoy rather than actually be useful since often if you drop something you don't want to find it again! --[[User:Simon|Simon]]<br />
:What about doing it on purpose to pass on objects? Could it work?--[[User:Wcervantes|Wcervantes]] 03:51, 24 February 2006 (GMT)<br />
:No, the way I was considering implementing it, if X drops the object, only X would find it. X and Y could both drop separate items but would never specifically find the item the other person dropped (they could find another item with the same name depending on luck though!) The ability to exchange items directly with other people is something that will most likely never be added as this could encourage people to make multiple characters, some of whom only search for specific items and then hand them over to the main character. --[[User:Simon|Simon]]<br />
<br />
=== IP Hit Limit 250? ===<br />
I have been playing three characters, but hit the IP limit after only moving two of my characters, and then only partially. It seems that it may not have the 250 hit limit as explained. Is it possible that it does not? EDIT- Just moved my three characters. 45AP, 30AP, 75AP, ran out of hits before I used all the points. Seems 150 or so appears to be the limit?--[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Have been unable to reproduce this problem, but there are 4 characters not 3 with the same IP as yours. --[[User:Simon|Simon]] 17:04, 14 February 2006 (GMT)<br />
::Roger that, started another since original posting, Simon. I suppose I should ask exactly what the IP limit is (250, as stated?), and then back-track from there to make sure there actually is a problem. Also, when the 24 hour period resets? That will give me a time to count from.--[[User:Meatiershower|Meatiershower]] 21:49, 14 February 2006 (GMT)<br />
::: Simon - It appears that there is no bug. I just made 244 moves, and looked at a Profile or two also. Miscounting on my part most likely. I'm liking this game more and more too. Fast AP recovery, cool stuff to find (just found a knife), high AP total, etc. Fun. --[[User:Meatiershower|Meatiershower]] 00:33, 15 February 2006 (GMT)<br />
:::: Excellent. Moving to "Not a bug" --[[User:Simon|Simon]] 01:58, 15 February 2006 (GMT)<br />
<br />
=== Negative AP? ===<br />
<br />
Moving in water with only a single AP resulted in me having -1 AP. - Dr. J<br />
:Water movement (as standard) takes 2AP. Negative AP is perfectly possible, I don't consider this to be a bug. - Simon</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2242Locations2006-03-06T13:15:13Z<p>Dr. J: Link to York page</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== Dalpok ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== Raktam ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== [[Wiksik]] ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== Durham ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
<br />
=== [[York]] ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== Derby ===<br />
* Location: Towards the south-east corner of the island.<br />
* Shaman: Balchig<br />
* GPS coordinates: -70.095,+26.350 (Shaman location)<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swathe of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Searched and found berries which took away 2 HP when eaten.<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known locations:<br />
[-70.380,+26.369]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
Known locations: [-70.421,+26.408]<br />
<br clear="both"><br />
<br />
==== Unknown Trees ====<br />
[[Image:Tree.gif|left]]<br />
<br />
These are trees whose locations are known, but not what type of fruit they bear.<br />
<br />
Known locations: [-70.401,+26.502], [-70.435,+26486], [-70.316,+26.504]<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in villages. Players can enter huts for shelter.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
Also [-70.391, 26.48]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.<br />
<br />
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.<br />
:So that isn't an accurate guess? :) Measuring the distance from 70E 26S to 71E 26S gives about 100km (62.5 miles). This would mean each block is 0.1km. Distance east-west is 67.4km, north-south is 26.8km (possibly a bit more). Is that any better?<br />
<br />
::Sounds pretty close to what I got for the per-block measurements. --[[User:Simon|Simon]] 02:24, 6 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=York&diff=2241York2006-03-06T13:14:29Z<p>Dr. J: </p>
<hr />
<div>=Description=<br />
The village of '''York''' consists of several huts of various purpose, built within a circular clearing. It is located south of the mountain. A shaman named '''Kahuni''' keeps watch in the very center of the clearing.<br />
<br />
=Maps=<br />
<br />
{| cellspacing=1 cellpadding=8 style="background-color:#e0e0e0" |<br />
| colspan=15 bgcolor=#f9f9f9 | '''The Village of York - Territory Map'''<br />
|-<br />
| bgcolor=#e0e0e0|01<br />
| bgcolor=#e0e0e0|02<br />
| bgcolor=#e0e0e0|03<br />
| bgcolor=#e0e0e0|04<br />
| bgcolor=#33c033|05<br />
| bgcolor=#33c033|06<br />
| bgcolor=#33c033|07<br />
| bgcolor=#33c033|08<br />
| bgcolor=#33c033|09<br />
| bgcolor=#33c033|10<br />
| bgcolor=#33c033|11<br />
| bgcolor=#33c033|12<br />
| bgcolor=#33c033|13<br />
| bgcolor=#33c033|14<br />
| bgcolor=#33c033|15<br />
|-<br />
| bgcolor=#e0e0e0|02<br />
| bgcolor=#e0e0e0|<br />
| bgcolor=#e0e0e0|<br />
| bgcolor=#e0e0e0|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#e0e0e0|03<br />
| bgcolor=#e0e0e0|<br />
| bgcolor=#e0e0e0|<br />
| bgcolor=#e0e0e0|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#e0e0e0|04<br />
| bgcolor=#e0e0e0|<br />
| bgcolor=#e0e0e0|<br />
| bgcolor=#e0e0e0|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
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| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#e0e0e0|05<br />
| bgcolor=#e0e0e0|<br />
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| bgcolor=#e0e0e0|<br />
| bgcolor=#aa8866|<br />
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| bgcolor=#ffebcd|<br />
|-<br />
| bgcolor=#e0e0e0|06<br />
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| bgcolor=#ffebcd|<br />
|-<br />
| bgcolor=#e0e0e0|07<br />
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|-<br />
| bgcolor=#e0e0e0|08<br />
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| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|S<br />
| bgcolor=#aa8866|<br />
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| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
|-<br />
| bgcolor=#e0e0e0|09<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
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| bgcolor=#ffebcd|<br />
| bgcolor=#ffebcd|<br />
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|-<br />
| bgcolor=#e0e0e0|10<br />
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|-<br />
| bgcolor=#e0e0e0|11<br />
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|-<br />
| bgcolor=#e0e0e0|12<br />
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|-<br />
| bgcolor=#e0e0e0|13<br />
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| bgcolor=#6666ff|<br />
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| bgcolor=#6666ff|<br />
|-<br />
| bgcolor=#e0e0e0|14<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
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| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#6666ff|<br />
| bgcolor=#e0e0e0|<br />
|-<br />
| bgcolor=#e0e0e0|15<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
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| bgcolor=#6666ff|<br />
| bgcolor=#e0e0e0|<br />
| bgcolor=#e0e0e0|<br />
|-<br />
| colspan=15 bgcolor=#f9f9f9 | '''Territory Map Legend'''<br />
|-<br />
| bgcolor=#e0e0e0|<br />
| colspan=14 bgcolor=#f9f9f9 | Unexplored/Unrecorded<br />
|-<br />
| bgcolor=#33c033|<br />
| colspan=14 bgcolor=#f9f9f9 | Unincorporated ("Jungle")<br />
|-<br />
| bgcolor=#aa8866|<br />
| colspan=14 bgcolor=#f9f9f9 | Village Territory ("York")<br />
|-<br />
| bgcolor=#aa8866|H<br />
| colspan=14 bgcolor=#f9f9f9 | Hut (there are lots missing!)<br />
|-<br />
| bgcolor=#aa8866|'''S'''<br />
| colspan=14 bgcolor=#f9f9f9 | Shaman<br />
|-<br />
| bgcolor=#ffebcd|<br />
| colspan=14 bgcolor=#f9f9f9 | Beach<br />
|-<br />
| bgcolor=#6666ff|<br />
| colspan=14 bgcolor=#f9f9f9 | Water<br />
|}<br />
<br />
Notes<br />
* The above is a territory map, not a jungle density map. Jungle density fluctuates, anyway. Therefore, the in-game squares will almost certainly be colored differently than pictured here.<br />
* The numbers on the map are merely for local reference, and are not related to GPS coordinates at all.</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2239Locations2006-03-06T11:56:19Z<p>Dr. J: Tree locations</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== Dalpok ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== Raktam ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== [[Wiksik]] ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== Durham ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
<br />
=== York ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== Derby ===<br />
* Location: Towards the south-east corner of the island.<br />
* Shaman: Balchig<br />
* GPS coordinates: -70.095,+26.350 (Shaman location)<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
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| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
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<br />
| bgcolor=#339033|'''d8'''<br />
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| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
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<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swathe of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Searched and found berries which took away 2 HP when eaten.<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known locations:<br />
[-70.380,+26.369]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
Known locations: [-70.421,+26.408]<br />
<br clear="both"><br />
<br />
==== Unknown Trees ====<br />
[[Image:Tree.gif|left]]<br />
<br />
These are trees whose locations are known, but not what type of fruit they bear.<br />
<br />
Known locations: [-70.401,+26.502], [-70.435,+26486], [-70.316,+26.504]<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in villages. Players can enter huts for shelter.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
Also [-70.391, 26.48]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.<br />
<br />
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.<br />
:So that isn't an accurate guess? :) Measuring the distance from 70E 26S to 71E 26S gives about 100km (62.5 miles). This would mean each block is 0.1km. Distance east-west is 67.4km, north-south is 26.8km (possibly a bit more). Is that any better?<br />
<br />
::Sounds pretty close to what I got for the per-block measurements. --[[User:Simon|Simon]] 02:24, 6 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=User:Dr._J&diff=2237User:Dr. J2006-03-06T10:48:08Z<p>Dr. J: Mapping</p>
<hr />
<div>= Mapping =<br />
<br />
As others have started talking about it, I might as well mention that I am currently mapping the whole of Shartak. I think that Shartak occupies a rectangle containing about 220,000 squares, although a large proportion are what I've termed "ocean" and are inaccessible. Another large chunk is deep and normal water.<br />
<br />
I've currently mapped around 14% of the 220,000 squares on ground level, as well as some of the under and over ground levels as well. My current best guess is still that it'll take about half a year to do the complete map.<br />
<br />
If you'd like to help, or would like help with your own mapping, get in touch. I've registered my email address on the wiki so you can use the "E-mail this user" link ([[Special:Emailuser/Dr._J]]) or else use my talk page: [[User_talk:Dr._J]]</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Suggestions&diff=2236Suggestions2006-03-06T10:10:42Z<p>Dr. J: /* Spirit Movement */</p>
<hr />
<div>Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
== To-do list? ==<br />
<br />
Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a "things I might do" list like this page but a "things I am going to do" list.<br />
<br />
--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)<br />
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)<br />
<br />
{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== Skills ==<br />
<br />
===Planting/agriculture===<br />
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)<br />
<br />
''Comments''<br />
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)<br />
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Weapon Skills ===<br />
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)<br />
<br />
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they "blow") and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
=== Tracking ===<br />
Anyone with the Tracking skill should be able to track where people have gone, either generic "A native passed by here recently" or more specific "Average Joe left heading north 2 days ago".<br />
<br />
''Comments''<br />
* Should probably be a timelimit so you don't see "Average Joe left heading north 90 days ago". - [[User:Snarf|Snarf]]<br />
<br />
=== Religious Devotion ===<br />
Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
=== Jungle Skills ===<br />
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.<br />
: Jungle Lore: Player has x% chance of discovering item/artifact. Might work in conjunction with search skill.<br />
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]<br />
: Some kind of "hiding" skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of "reforesting" a block to dark green, and someone who chops through would "uncover" you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)<br />
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)<br />
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would "unhide" the person. I was also thinking how the "reforesting" aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)<br />
<br />
=== Skinning ===<br />
This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
* Extend skinning to killed players? No, that's just wrong. We are civilized.<br />
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.<br />
* Make skinning always produce an item, rather than chance? No, I like a good challenge.<br />
* Perhaps it could be tied to the Meat suggestion? Possibly.<br />
<br />
''Comments''<br />
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration? *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)<br />
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)<br />
<br />
=== Animal Spirit ===<br />
(native only) Upon gaining this skill, an animal type is associated with the player. Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player. Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus. Bonus could be dependant on animal. Upon player death, there is a chance the player's animal spirit will change. --frisco<br />
<br />
''Comments''<br />
<br />
=== Build Training ===<br />
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around. However, Outsiders should have an "Advanced" skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)<br />
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
<br />
=== Trap Laying ===<br />
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment. This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side. Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)<br />
:This was already proposed in the "jungle skills" section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)<br />
<br />
===Comment Cartagraphy===<br />
Applies to Natives & Outsiders, most likely best applied only to the classes, scouts & explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 17:05, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
== Items ==<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
<br />
=== Meat ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
* But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
<br />
=== GPS Unit (Redesign) ===<br />
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
<br />
=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
:::::drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
:::::a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
:::::special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
<br />
== Other ==<br />
<br />
=== Supplies in settlements ===<br />
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.<br />
<br />
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?<br />
<br />
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]<br />
<br />
''Comments''<br />
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
as a res''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Writing on the tree (or sand) ===<br />
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid "carve-wars" the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)<br />
<br />
''Comments''<br />
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)<br />
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)<br />
<br />
=== Informational messages ===<br />
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)<br />
<br />
''Comments''<br />
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]<br />
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]<br />
:How about making a list of "informational messages" that might be required? - [[User:Snarf|Snarf]]<br />
:* PlayerX killed PlayerY.<br />
:* PlayerX killed animal.<br />
:* PlayerY died from eating some poisonous berries. (self-inflicted death)<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT) <br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
== Classes ==<br />
<br />
=== Priest ===<br />
Starts off with a "Holy Scripture" and the "Religious Devotion Skill". --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)<br />
<br />
=== Scientist (Rename) ===<br />
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
<br />
''Comments''<br />
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)<br />
::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term "Scientist" suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)<br />
<br />
=== Villager/Settler ===<br />
<br />
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the "consumer" class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak. This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in "that other game"?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Animal ===<br />
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
=== Pirate ===<br />
Every tropical island needs pirates! Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read). Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too). If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)<br />
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Pet System ===<br />
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
<br />
=== Profile Effect Items ===<br />
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
=== Unique Item Hunt ===<br />
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Talk:Death&diff=2207Talk:Death2006-03-06T01:46:51Z<p>Dr. J: /* Revival at other towns/villages */</p>
<hr />
<div>the spend 50ap to contact a shamen applies to outsiders and natives so I took out the "an outsider" right before spirt.<br />
<br />
== Questions ==<br />
<br />
Q. When you say that a spirit can move freely, do you mean movement costs no AP?<br />
<br />
A. Movement does cost AP, what it means is you can travel through jungle that you would have to chop first without the need to chop.I have no clue what it means for water however, it may still take 2 ap to travel through. -- [[User:Daylan|Daylan]]<br />
:Both water and swamp only take 1 AP when dead. --[[User:Dr. J|Dr. J]]<br />
<br />
Q. What actions can a spirit perform?<br />
<br />
A. With no skills you can only move, refresh, and contact shamen to get revived for 50ap, looking at the skills page it would seem that you can get skills to talk and a skill to scream whatever the use of that is.-- [[User:Daylan|Daylan]]<br />
<br />
A. Futhermore, the movement while a spirit does NOT appear to update on the player's map. A logical, if frustrating fact.--[[User:Jackel|Jackel]] 01:40, 6 March 2006 (GMT)<br />
<br />
Q. Is there any punishment for death? Lost items? Lost experience?<br />
<br />
A. As far as I could tell, I lost no xp or items when I died so the only "punishment" is having to spend ap to goto a shamen, ethier by spending 50ap or moving to the closest village and getting revived. -- [[User:Daylan|Daylan]]<br />
<br />
:Thank you both. --[[User:Lint|Lint]] 19:13, 26 February 2006 (GMT)<br />
<br />
== Revival at other towns/villages ==<br />
<br />
Can anyone confirm that a player can be revived at another town/village? My York scientist is currently a spirit, and not even very close to York, yet when I try to "contact a shaman", I am told that Kahuni (the NPC shaman at York) is currently trying to become a non-spirit himself, and can't revive me. I can't see any option that would allow another shaman to revive me, so I wonder how it can be done. --[[User:Jackel|Jackel]] 01:44, 6 March 2006 (GMT)<br />
:This is definitely possible, I have done it myself. All you need to do is find another village/settlement and then stand over the shamen. --[[User:Dr. J|Dr. J]] 01:46, 6 March 2006 (GMT)</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2206Locations2006-03-06T01:45:07Z<p>Dr. J: /* Size */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== Dalpok ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== Raktam ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== Wiksik ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== Durham ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
<br />
=== York ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== Derby ===<br />
* Location: Towards the south-east corner of the island.<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swathe of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Searched and found berries which took away 2 HP when eaten.<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known locations:<br />
[-70.380,+26.369]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in villages. Players can enter huts for shelter.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
Also [-70.391, 26.48]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.<br />
<br />
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.<br />
:So that isn't an accurate guess? :) Measuring the distance from 70E 26S to 71E 26S gives about 100km (62.5 miles). This would mean each block is 0.1km. Distance east-west is 67.4km, north-south is 26.8km (possibly a bit more). Is that any better?</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Game_design&diff=2200Game design2006-03-05T23:04:17Z<p>Dr. J: /* Mechanics */</p>
<hr />
<div>This an open forum to discuss game design. These are neither [[Bugs]] nor [[Suggestions]] (though they may lead to bug reports and game proposals), but points to consider for maintaining balance and consistency.<br />
<br />
==Mechanics==<br />
<br />
*Base accuracy for a weapon is higher than a fist, which is arguably unrealistic. One assumes that you would be less skilled with a weapon than your own hand. (I recall reading a similar comment to this, but I can't find it at the moment.) --[[User:Lint|Lint]] 22:52, 2 March 2006 (GMT)<br />
**All characters appear to have a 10% chance to deal 1 damage with punching.<br />
**Knives and Daggers appear to have a 20% chance to deal 1 damage.<br />
:maybe it is just the punch only has a ten percent chance to actually doing damage(the text does say missed however), I know if i fought somebody who has a knife(or dagger) in RL they would do more to me than me to them, even if niether of us have any training,ex. Fists are a strange weapon and to actually do any damage with a punch(mainly only at the strongest point in your swing) you have to have some good timing.-- [[User:Daylan|Daylan]] 02:02, 3 March 2006 (GMT)<br />
::I see what you're saying... how about punch 50-70% with a 20-30% chance of inflicting 1 damage after a successful hit, 0 damage otherwise (making it 10-21% but with 3 different messages - miss, hit but don't do damage, hit and do damage). --[[User:Simon|Simon]] 10:56, 4 March 2006 (GMT)<br />
:Let me point out that this isn't really a problem. It's just something that a die-hard realist would try to press. On one hand, you can have Fists as the most accurate weapon until you get weapon skills (which will make the the first levels incredibly painful). On the other hand, you can have weapons as more accurate than fists (which allow new users to quickly become involved in the game). I don't know if I'd have the patience if it took me 70 AP to kill a parrot. --[[User:Lint|Lint]] 16:12, 4 March 2006 (GMT)<br />
<br />
*It is likely to be more efficient to die than to search for items and heal yourself. (Based on an observation was made by Leaf on the [[Suggestions]] page.) --[[User:Lint|Lint]] 22:52, 2 March 2006 (GMT)<br />
:I think this observation is based on the false perception that ''one needs to be fully healed at all times''. There is no fundamental difference in performance when at less than ideal health. Remember, this game is set on an unexplored, remote island, not a heavily populated British suburb *coughUrbanDeadcough* its arguably more realistic to not be at peak health all the time, and for healing items to be somewhat scarce. --[[User:Jackel|Jackel]] 00:12, 3 March 2006 (GMT)<br />
::I guess my problem is that death can be used as a tool rather than a game experience. Say you're at 2 HP. You can spend the next few days scrounging for enough recovery items to heal and continue on or you can get killed and begin playing with full HP the next day. Say you're 100 squares away from your hometown and want to get back, if you can get something to kill you (perhaps even kill yourself with poisonous berries), you will have potentially saved AP. I think we should be discouraged from taking advantage of death somehow. --[[User:Lint|Lint]] 18:20, 3 March 2006 (GMT)<br />
:::This is a very good point.. what form of discouragement would be enough to make this less useful? Loss of AP and XP instead of 50AP (if so, what values for each)? Loss of a random skill? Loss of some of your inventory? Maybe you get summoned to the nearest (or random) camp of the same type rather than to your home camp? --[[User:Simon|Simon]] 10:56, 4 March 2006 (GMT)<br />
::::I do see your point, Lint, and agree, Death should not be so much useful as it is annoying, nor should it be too annoying. One thought I had (aside from simply making it easier to stock healing items with [[Suggestions#Refillable_containers|refillable containers]]) was to make coming back from the dead progressively harder. I don't simply mean heaping onto the AP cost of getting ressurected, but maybe the shaman can send the dead on quests or punishments or something beyond simply waiting for your AP to recover?<br />
<br />
::::It's difficult to suggest something to dissuade death while not motivating griefing. I kind of like the camp idea and quests idea, but I'd need to get more familiar with the death experience before I can truly say anything. --[[User:Lint|Lint]] 16:12, 4 March 2006 (GMT)<br />
<br />
:::::Requiring that a dead person (spirit) must travel to a shaman to be 'resurrected' rather than just hitting the 'spend 50AP - go home' button would stop people using death as a teleporter. Making 'Town Shamans' have to recharge between resurrections (with the amount of time being tweaked depending on player numbers), potentially forcing a spirit to have to hang around and check in on a regular basis to see if the Shaman was ready, would make resurrection less of a sure thing. Another alternative to increase the uncertainty, and hence make death a gamble, not a strategy, would be to give the Town Shamans a %chance to resurrect and a set amount of AP. If too many people tap the Shaman looking for resurrections, they are 'asleep' 'til they recharge. Both would also increase the value of player shamans (whom I presume can also resurrect if they have the right skills). [[User:Anothertwilight|Anothertwilight]] 22:58, 5 March 2006 (GMT)<br />
::::::"Recharging" Shamens sounds like a reasonable idea.<br />
<br />
==Outsider/Native Balance==<br />
'''Axiom''': Outsiders and Natives should not have a complete advantage over the other.<br><br />
'''Axiom''': Different, but equal.<br />
<br />
*Natives by default can determine the difference between "Tasty" and "Poisonous" berries. Outsiders by default cannot. --[[User:Lint|Lint]] 22:52, 2 March 2006 (GMT)<br />
<br />
*Outsiders by default can use a GPS unit. Natives by default presumably cannot. --[[User:Lint|Lint]] 22:52, 2 March 2006 (GMT)<br />
<br />
==Class Balance==<br />
'''Axiom''': No class should have a complete advantage over the other.<br />
<br />
*According to the [[Talk:Character Classes|chart]], Soldiers have a slight advantage over other classes in regards to skills. Add to that their high HP, gives them even more of an edge. The only disadvantage they face is the process of searching and reloading ammunition. --[[User:Lint|Lint]] 22:52, 2 March 2006 (GMT)<br />
:Assuming that chart is accurate, the soldier isn't even the most advantageous class among his own group! The scientist has more total skills available then a soldier, and if you give more preference to being able to shoot a gun, then it is important to note how low search rates are, and that ammunition is even more rare. --[[User:Jackel|Jackel]] 00:27, 3 March 2006 (GMT)<br />
::The chart isn't complete. I did make some assumptions in possible skills based on what we know about the skill trees, but I don't think that it was wholly inaccurate to do so. --[[User:Lint|Lint]] 00:40, 3 March 2006 (GMT)<br />
<br />
*Shamans supposedly don't start with any items and have the lowest HP.<br />
**Counterpoint: Shamans and their outsider counterpart, Scientists, are among some of the highest ranking characters at the moment. Something is obviously working. --[[User:Lint|Lint]] 22:52, 2 March 2006 (GMT)<br />
:What shamen may lack in starting inventory they more than make up for in overall skill potential (seemingly the most of any class). What good is starting with a banana or a few extra bullets by comparison? --[[User:Jackel|Jackel]] 00:27, 3 March 2006 (GMT)<br />
<br />
*According to the statistics, there is a lack of interest in Villagers and Settlers. --[[User:Lint|Lint]] 22:52, 2 March 2006 (GMT)<br />
:I agree, at this point there doesn't seem to be any overiding appeal for these classes, which logically should be the most abundant, at least with regards to villagers. --[[User:Jackel|Jackel]] 00:27, 3 March 2006 (GMT)<br />
<br />
*Are there any game mechanics (besides HP, starting inventory, and available skills) that are influenced by your character class? Should there be? --[[User:Lint|Lint]] 22:52, 2 March 2006 (GMT)<br />
**Inventory size<br />
**Base accuracy<br />
**Base damage<br />
**Search odds<br />
**AP limit</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2199Locations2006-03-05T23:00:21Z<p>Dr. J: </p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== Dalpok ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== Raktam ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== Wiksik ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== Durham ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
<br />
=== York ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== Derby ===<br />
* Location: Towards the south-east corner of the island.<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swathe of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Searched and found berries which took away 2 HP when eaten.<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known locations:<br />
[-70.380,+26.369]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in villages. Players can enter huts for shelter.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
Also [-70.391, 26.48]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.<br />
<br />
Figure out the size of the gps units and find the outer bounds of the gps co-ordinates to get a more accurate size.<br />
:So that isn't an accurate guess? :) I have the outer bounds but haven't figured the distance per block.</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2179Locations2006-03-05T14:27:02Z<p>Dr. J: Size</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== Dalpok ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== Raktam ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== Wiksik ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== Durham ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
<br />
=== York ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== Derby ===<br />
* Location: Towards the south-east corner of the island.<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swathe of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Searched and found berries which took away 2 HP when eaten.<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known loacations:<br />
[-70.380,+26.369]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in villages. Players can enter huts for shelter.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
Also [-70.391, 26.48]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.<br />
<br />
== Size ==<br />
<br />
Based on the number above and some of my own observations, I reckon that Shartak is ten days travel East-West and about about four days North-South. This is assuming 1 AP per square of movement. At 15 miles/24 km per day that would make Shartak 150 miles by 60 miles or 240 km by 96 km. I've pulled the distance per day out of my head, but it does give an idea of scale.</div>Dr. Jhttps://wiki.shartak.com/index.php?title=Locations&diff=2178Locations2006-03-05T14:05:32Z<p>Dr. J: Typo</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
At present it doesn't look like there's any way to change which of the villages you call your home.<br />
<br />
== Native Villages ==<br />
<br />
=== Dalpok ===<br />
* Location: To the west of the mountain.<br />
* Shaman: Shubar<br />
<br />
=== Raktam ===<br />
* Location: To the east of the mountain.<br />
* Shaman: Najdam<br />
* GPS coordinates: -70.323, 26.470 (Shaman location)<br />
<br />
=== Wiksik ===<br />
* Location: South-east of the mountain.<br />
* Shaman: Tapran<br />
<br />
== Outsider Villages ==<br />
<br />
=== Durham ===<br />
* Location: The south-west edge of the island.<br />
* Shaman: Kadmor<br />
* GPS coordinates -70.648,26.343 (Shaman location)<br />
<br />
=== York ===<br />
* Location: The centre of the southern edge of the island.<br />
* Shaman: Kahuni<br />
* GPS coordinates: -70.371, 26.314 (Shaman location)<br />
* Trading post: -70.367, 26.313<br />
<br />
=== Derby ===<br />
* Location: Towards the south-east corner of the island.<br />
* Notable buildings: Hut at (-70.092,26.350) is a trading post.<br />
<br />
== Other Features ==<br />
<br />
=== Terrain Types ===<br />
Within the navigation map there are a number of different coloured areas which correspond to the different terrain types.<br />
{| cellspacing=4 cellpadding=10 style="background-color:#efefff" |<br />
|-<br />
| rowspan=2 bgcolor=#ffebcd|'''beach'''<br />
| rowspan=2 bgcolor=#e6f5b1|'''grass-'''<br />
'''land'''<br />
| colspan=11 bgcolor=#f9f9f9 |'''jungle''' (d = density level)<br />
| rowspan=2 bgcolor=#666666|'''mount-'''<br />
'''ain'''<br />
| rowspan=2 bgcolor=#887722|'''swamp'''<br />
| rowspan=2 bgcolor=#6666ff |'''water'''<br />
| rowspan=2 bgcolor=#4444af | '''deep water'''<br />
| rowspan=2 bgcolor=#22228f | '''ocean (inaccessible)'''<br />
<br />
|-<br />
| bgcolor=#aa8866|'''d0'''<br />
<br />
<br />
| bgcolor=#33f033|'''d1'''<br />
<br />
<br />
| bgcolor=#33e033|'''d2'''<br />
<br />
<br />
| bgcolor=#33d733|'''d3'''<br />
<br />
<br />
| bgcolor=#33d033|'''d4'''<br />
<br />
<br />
| bgcolor=#33c033|'''d5'''<br />
<br />
<br />
| bgcolor=#33b033|'''d6'''<br />
<br />
<br />
| bgcolor=#33a033|'''d7'''<br />
<br />
<br />
| bgcolor=#339033|'''d8'''<br />
<br />
<br />
| bgcolor=#338033|'''d9'''<br />
<br />
<br />
| bgcolor=#337033|'''d10'''<br />
<br />
<br />
|}<br />
<br />
In addition you may find other zones or details within the terrain. A common one for those first arriving are those considered part of a village where, for example, a d0 space within the village would be labeled "Dalpok" instead of "Jungle". Others exist as well; for example, bushes and trees in the jungle and there are caves and tunnels in the mountain terrain.<br />
<br />
=== Beach ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#ffebcd|.<br />
|}<br />
<br />
Nothing specific is known at this time.<br />
<br />
<br clear="both" /><br />
=== Grassland ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#e6f5b1|.<br />
|}<br />
<br />
There's a swathe of grassland cutting north-south, a few clicks west of Dalpok. Can be found by following the road north from Derby.<br />
<br />
<br clear="both" /><br />
=== Jungle ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#aa8866|0<br />
| bgcolor=#33f033|.<br />
| bgcolor=#33e033|.<br />
| bgcolor=#33d733|.<br />
| bgcolor=#33d033|.<br />
| bgcolor=#33c033|5<br />
| bgcolor=#33b033|.<br />
| bgcolor=#33a033|.<br />
| bgcolor=#339033|.<br />
| bgcolor=#338033|9<br />
| bgcolor=#337033|.<br />
|}<br />
<br />
It is everywhere, some places it is too thick to travel through and you will have to use a machete to chop through.<br />
<br />
<br clear="both" /><br />
=== Mountain ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#666666|.<br />
|}<br />
<br />
Impassable mountain in the middle of Shartak. Seems quite large. A waterfall on its south side forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
<br clear="both" /><br />
=== Swamp ===<br />
{| align=left cellpadding=5 width=50 |<br />
| bgcolor=#887722|.<br />
|}<br />
<br />
Follow the river south of the mountain to find an [[Animals|alligator]]-infested swamp. NOTE: It takes 2 AP to move and 3AP per search in the swamp instead of the normal 1 AP.<br />
<br />
<br clear="both" /><br />
=== Water ===<br />
{| align=left cellpadding=5 width=100 |<br />
| bgcolor=#6666ff|water<br />
| bgcolor=#4444af|deep<br />
| bgcolor=#22228f|ocean<br />
|}<br />
<br />
Movement in water takes 2 AP by default. Movement in deep water takes 3 AP by default. Sharks, which cannot be seen, attack in deep water. The attacks take 2 HP and leave the player wounded. The wound takes 1 HP per move and can only be healed by a first aid kit or healing herbs.<br />
<br />
<br clear="both" /><br />
<br />
=== Details ===<br />
<br />
==== Bush ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found "a bush covered in berries" in the jungle to the east of Dalpok. Searched and found berries which took away 2 HP when eaten.<br />
<br />
<br clear="both"><br />
<br />
==== Mango Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
Found a mango tree on the road leading north from Derby. Searching seems to provide a ready source of mangoes, predictably.<br />
<br />
Known loacations:<br />
[-70.380,+26.369]<br />
<br />
<br clear="both"><br />
<br />
==== Banana Tree ====<br />
[[Image:Tree.gif|left]]<br />
<br />
A banana tree, it appears as a little tree icon in the corner of a map square. Seems to be a reliable source of bananas.<br />
<br />
<br clear="both"><br />
<br />
==== Cave ====<br />
Cave spotted somewhere near Dalpok. Unexplored.<br />
At the edge of a mountain came across a cave went scavenging but was only able to find broken knives. Another cave led into a tunnel through the mountain itself.<br />
<br />
==== Hut ====<br />
[[Image:Hut.gif|left]]<br />
<br />
Huts are generally found in villages. Players can enter huts for shelter.<br />
<br />
<br clear="both"><br />
<br />
==== Ruins ====<br />
On the west bank of the river that runs south from the mountain.<br />
Also [-70.391, 26.48]<br />
<br />
==== Tunnel ====<br />
At least one tunnel traverses through a mountain.</div>Dr. J