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This is a page of implemented suggestions for Shartak. Please refrain from editing or deleting any of the information recorded here. There's the main page - Suggestions:Implemented - this is the fifth page of implemented suggestions.
If you would like to make new suggestions, see the Suggestions page.
Increased Animal Population
|Johan Crichton||21:44, 4 April 2007 (UTC)||balance change||The number of animals on the Island, where they can be found|
The game has grown to include a large element of PvP which has an impact on those who don't want PvP. It's an easy way to gain XP, and you don't have to go looking for animals to find.
As a way to perhaps tweak the balance somewhat, this suggestion is relatively simple: Increase the population of animals on the Island, and increase the locations where they can be found. This doesn't stop PvP play, but it does make the alternatives a stronger option.
Increasing the number of animals in the wilderness would mean more animal encounters for those exploring the wilderness - making it more difficult, and perhaps encouraging those who've stayed in town to perhaps get out and explore.
Increasing the locations where animals can be found is a simple modification - wild animals should be seen in town more often, given the lack of any fences to keep them out. With a lack of any rubbish handling in both outsider and native settlements, rats should also be a common feature of life in the settlements.
As a simple suggestion, rats should appear in any huts that have dead bodies within or that are empty (no one is resting within).
Another few hundred animals added, this brings the total to just over the number of active players. Look out for new creatures making an appearance soon (oops, said too much) --Simon 23:14, 22 April 2007 (UTC)
- That's great to hear Simon - any chance of some information on the number of animals in the daily statistics? --Johan Crichton 01:33, 23 April 2007 (UTC)
|Dog Pants||16:57, 24 April 2007 (UTC)||improvement||Parrots|
Possibly available by use of a parrot training skill, but probably more fun if you have to repeat a word to a parrot a number of times. Say, a random amount between 5 and 15. Other players entering the same square will be greeted by the word (or words) that parrot has learned. For extra realism it could repeat that word ad nauseum until you either leave it's square or feel compelled to teach it something else. Obviously this would have no real game affecting effect, but it is rather amusing.
It could repeat randomly one of the learned lines and it could be taught up to 5 sentences/words. You could not teach the parrot with head full o'words anything new, yet parrot would forget the lines after some time - month, week or so. And parrot teaching could be first animal-related skill letting you interact with them beasts. But I bet it is not so beautiful from code-side of view, as it would presumably need every parrot got her own nest in the database, in order to retrieve the words. duh, forgot to sign it Lama
- Totally pointless, but I'd still enjoy this, a whole army of swearing parrots FTW --Htkl 20:35, 24 April 2007 (UTC)
- Sounds good to me. Heck, I'd like a parrot. Still, I like my own joke on the forums:
Since your last turn: The parrot says, "Arr, be gone with ye." The parrot bites you for 1 damage.
- -Mark D. Stroyer 03:55, 25 April 2007 (UTC)
- seems like Dennis already has met a speaking parrot. Check the forums! Lama
Statistics: New Statistics
|Johan Crichton||03:33, 26 December 2006 (UTC)||improvement||players|
The current statistics pages display Shartak's top explorers, top gold collectors and top killers - however there are other roles to play in the game. This suggestion is to simply record and display a number of statistics that are currently not viewable on the statistics page such as 'wounds healed', 'spirits banished', 'items traded' and so on.
Wounds healed wound be the number of times that a character uses a first aid kit or healing herb on another character (personal healing should not be counted if that's possible?). It would allow a 'top healers' page.
Spirits banished would be a simple count of spirits banished, and would allow a 'top exorcists' page.
Items traded would reflect active trading between settlements - so items traded with the home trader would not count. It would allow a 'top traders' list, which could be perhaps displayed on the same page as the 'wealthy characters' and allow readers to compare the two lists.
Based on a discussion on the forum - Suggestion: New Statistics? - Wounds Healed should be based on HP healed, Items traded should be based on trades with a trader where the trader is happy to see the character.--Johan Crichton 01:20, 5 February 2007 (UTC)
- Spirits exorcised + HP Healed added to player profile. --Simon 22:10, 29 April 2007 (UTC)
- Items traded implemented as well. You get bonus XP and trading points for any trade with a trader (other than your home trader) where the trader is pleased to see you. --Simon 21:40, 30 April 2007 (UTC)
|Mark D. Stroyer||20:28, 27 April 2007 (UTC)||Searching||Broken knife findings.|
In locations where there is nothing to find, there is the chance to find a broken knife, which you discard. However, I've seen many times how new players don't know if that means there is actually something there or if it means nothing. I propose the text be updated slightly. It would be as follows:
"You find a broken knife, which you discard. It seems there is nothing to be found here."
- Implemented. --Simon 22:35, 29 April 2007 (UTC)
- ...Wow. I have to say it again, Simon. You are fast! -Mark D. Stroyer 22:25, 30 April 2007 (UTC)
Contact List/Tracking Mastery Integration
|Rip Purr||02:49, 12 January 2007 (UTC)||Skill, improvement||All or Scout/Explorer|
Expert Mastery is overly canned as fairly useless, as it's a touch aimless and the amount of AP you put in to tracking means it's kind of easier to just go walking about randomly and see what you bump into rather than bother with the pesky 'Look for Tracks' button. However, if one knew WHO one was tracking, they might spend a little more time using this skill. It's stupid to have EVERYONE's name pop up in the tracking interface, but what if you were able to recognise the tracks of those in your contact list? It stands to reason that if they are in your contact list, you are quite familiar with them, and if you're a Master tracker, you'd be able to recognise their tracks. So, why not incorporate that into Master Tracker? The usual stuff would come up, native here recently, outsider went south-west, but with this addition: "You recognise tracks of The Malice, here recently. They lead south-west." We could make this a Scout/Explorer specific additional tracking skill at the end of the Tracking tree.
I like this, but I can't realy see it being implemented, whouldn't every character need individual programing work done on them to get the unique tracks? --Rozen 05:43, 24 April 2007 (UTC)
- Surely tracks could just have the user ID number integrated into them, would probably still add excessive processing and database info, but not too complex --Htkl 08:07, 24 April 2007 (UTC)
- Implemented, although not quite like this, but pretty close. --Simon 21:52, 25 June 2007 (UTC)
|Black Joe||02:40, 10 March 2007 (UTC)||Juicing||All players|
If an individual has an empty bottle/gourd and a certain number of fruit, they should be able to make fruit juice. Juicing would cost AP equal to the number of fruit. A bottle of juice would heal HP equal to the number of bananas/mangos (mangoes?). For the purposes of this post, we'll say that number is four. When they have an empty bottle and four fruit of the same type, they can press a button saying "Make juice" (4AP). I'll give an example to make the utility of this more clear.
Black Joe the pirate is walking through the jungle on his way to Durham. He's fought some animals and gained some XP. However, he drank his five bottles of rum and used all his first aid kits. He's south of the shipwreck, so he's not near any rivers. However, he runs across a banana tree. He eats a few to bring his HP up to full. However, he knows he's going to fight more animals and lose more HP. So, he harvests 20 more bananas, which take up a lot of inventory space. He then juices the bananas, filling up his bottles and giving him 5 bottles of banana juice. The bananas themselves are removed from his inventory. Juice provides more nutrients than water, and WAY more than beer, so he can recover 20HP with the bottles he now has. The AP use will be slightly more than if he just ate them (4AP to juice, and 1AP to drink it, whereas just eating them would cost 4AP); however, the juice provides more health benefits than water/rum/beer. It also uses less inventory space.
Notes: Juice could only be made by players. It couldn't be found during searches.
Benefits: -Provides better healing than water/rum/beer. Also, there are only a few freshwater sources. There are mango and banana trees everywhere. Juice will provide a reliable, widespread source of HP recovery, albeit at an increased time cost. -Won't make water or alcohol obselete. Both will be easier to acquire than juice, as they can be found. Also, water can be acquired at any freshwater source. -Won't make FAKs/Herbs obselete, as they will provide more healing. -Deepens the Shartak economy. Right now, nothing is manufactured by the players. Everything is "found." By making something a player-produced item, players will have the opportunity to actually contribute to the economy. -May cause the creation of juicing companies, widening RP opportunities. Since juices provide more HP (and therefore more healing XP) than water, players will prefer to take them into the wild. This will cause them to be in demand at the traders' huts. Therefore, some players will undoubtedly dedicate their time to creating juices. -Have you ever tasted mango or banana juice? They're both pretty tasty.
Very good idea! Maybe juicing would require a tool of some sort, though? That aside, I like suggestions that are good in several ways (helps those who are prone to lose lots of HP, encourages RPing, advances the economy, etc), so I would definitely like to see this happen. Simon?--Nosimplehiway 14:55, 13 March 2007 (UTC)
- i like this one. i think some people get stuck with a lot of bottles and a lot of fruits. so this might become a good thing.
instead of having like separate item slots for the bottles. eg. Bottles of Mango Juice, bottles of berry juice. we could have only Bottle of Juice. and there would be poison juice from poison berries hehehe -Elegost 02:40, 18 April 2007 (UTC)
- I like the idea of just "Bottles of juice" rather than huge numbers of inventory rows with different juice bottles. In terms of the UI, how about if you have the pre-requisites the [banana] button becomes a dropdown with [eat/juice] banana instead and you choose which one to do in the same way as drinking or pouring water is done ? I agree with Nosimplehighway that maybe a tool would be required - some kind of special item that allows you to get the most juice out of the fruit. Any suggestions what? Perhaps even a knife/dagger + a juicing skill? --Simon 01:01, 22 May 2007 (UTC)
That sounds great. Shartak's going drop-down crazy! That certainly makes the knife more useful, but I think you should have a change of breaking your knife if you do that. I assume you're pressing the flat of the blade against the fruit, so i assume you could snap the metal eventualy. --Rozen 05:39, 22 May 2007 (UTC)
- Implented. --Simon 20:21, 25 June 2007 (UTC)
|Johan Crichton||01:46, 25 June 2007 (UTC)||Game modification, Improvement||All characters with the exploration skill|
A 'location' would be like a 'contact'. Every character with the Exploration skill would have a "Locations List" they could add to/maintain/reference in their travels of the Island. A location would record:
- Where it is - either GPS style coordinates or a Mountain reference (location c.v the mountain)
- How far away it is - "42 steps as the crow flies, NE."
- A small note field - 50 characters "Home Sweet Home" "Beware: Wiksik" etc.
The number of locations a character could remember would depend on (a) whether they are a donor character and (b) the trekking skills they have. Every character would have five locations to begin with upon gaining the Exploration skill. Gaining Cartography would give you another five (or ten?) locations, and being a donor would give you more again.
- Can record useful locations. "Fruit Trees" "Ruins" "Giant Squid breeding ground"
- No need to use a greasemonkey script to figure direction/distance.
- The idea is something similar to the contacts list - so possibly easier to implement than a whole new mechanism?
- Surely cartography would get you the initial waypoints since then you're able to note down on your map where things are. Extra for donors - makes sense to me. --Simon 18:31, 27 June 2007 (UTC)
- My thinking was that I can keep a mental locations list in my head without a need for a map - a map just makes it easier to record more locations, so exploration seemed like a better starting skill, and it makes the list available earlier. --Johan Crichton 04:39, 28 June 2007 (UTC)
Moved to implemented. Player maps allow a certain number of locations to be recorded and directions to those locations given. --Frisco 20:23, 30 June 2007 (UTC)
Use FAK on Others Text Change.
|Mark D. Stroyer||02:27, 9 January 2007 (UTC)||Flavor change.||People with FAKs.|
One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health."
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed.
"So and so uses a first aid kit on you and restores X health."
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds.
- Agreed. It was originally coded to allow you to help someone to drink a bottle of water / use a first aid kit etc but at the moment you can only use a fak on them so I've reworded it. --Simon 08:17, 13 February 2007 (UTC)
|Elegost||10:17, 12 July 2007 (UTC)||improvement||Everyone|
I just noticed that knives have the same accuracy as cutlasses and machetes. I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster.
- 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --Simon 18:31, 12 July 2007 (UTC)
Map Marker colour selector
|Johan Crichton||09:07, 13 July 2007 (UTC)||UI improvement||map.cgi|
Place the map marker colour selector widget on the the actual map.cgi map screen. This would allow people to select the colour on the map screen, without requiring them to go off to the profile editor screen where it currently is.
Good idea. Just like *that* then. Implemented. --Simon 14:48, 15 July 2007 (UTC)