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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 sixth page of implemented suggestions.

If you would like to make new suggestions, see the Suggestions page.

More Economic Information

Author Timestamp Type Scope
0000FF Beard 15:12, 20 June 2007 (UTC) Addition Statistics Page

Currently, the statistics page only shows who the richest players are, not what the total amount of money is, nor which the richest clan is. That is why I am suggesting this: have the statistics page show how much gold there is on Shartak (by summing up the gold of all active players), and also have it show the richest clans of the island (by summing up the amount of gold each active clan member has). This would significantly enhance the economical aspect of the game, in my opinion.

The 'total gold' suggestion I think would be great - however, in thinking about it, the richest clans may have an issue in that a player can control if their character appears in the rich list as anonymous - but remaining anonymous when your clan is in the 'wealthy clans' list may not be so easy? --Johan Crichton 21:18, 20 June 2007 (UTC)

Well, I must admit that I can't think of any good solution for that.
But I don't think it will really be a problem, because in a clan with multiple members, it is unclear who has exactly what amount of gold.
Something that would help, however, would be giving clan administrators the option to exclude their clan from the list of richest clans, just like individual players can exclude themselves from the list of richest players. 0000FF Beard 10:11, 21 June 2007 (UTC)

The statistics page will now show the wealthiest clans. --Wulla-mullung 22:06, 16 September 2007 (UTC)

Invite messages

Author Timestamp Type Scope
Black Joe {{{suggest_time}}} Alteration to game Invite text

I suggest that clan leaders, when they invite someone to join their clan, be able to add a brief message onto the invite. That way, they can give reasons why they think that person would be happy with their clan. This will result in people having a better idea on whether or not they want to join the clan.

Sounds great --Rozen 17:05, 28 May 2007 (UTC)

Profile Modification: Display last kill information

Author Timestamp Type Scope
Johan Crichton 00:55, 5 February 2007 (UTC) improvement All character profiles

In a character profile, the game displays information about what the character has killed in the game - e.g.
NPC kills: 293 (Animals: 293; Shamen: 0; Traders: 0)
Natives killed: 6 (Raktam: 1; Dalpok: 1; Wiksik: 4)
Outsiders killed: 3 (Derby: 0; Durham: 1; York: 1; Shipwreck: 1)

The 'Died' line in a character profile displays information about when the character last died (if they've died) and where their death was at the hand of another character, lists which character that was - e.g.
Died: 11 times (last time was 200Y-MM-DD HH:MM at the hands of DarthVisor).

This suggestion is that the 'Kills' entries in the character profile be modified to include information about the last kill - e.g.
NPC kills: 293 (Animals: 293; Shamen: 0; Traders: 0; last kill: Giant Squid)
Natives killed: 6 (Raktam: 1; Dalpok: 1; Wiksik: 4; last kill: Suggestiondox)
Outsiders killed: 3 (Derby: 0; Durham: 1; York: 1; Shipwreck: 1; last kill: Nyarlathotep)

if that's possible to be implemented.

Implemented. --Simon 22:02, 29 April 2007 (UTC)

Thanks Simon! Part of the original suggestion was to have 'last kill' information for NPC kills - e.g. last kill: a parrot - as well, is that doable at all?--Johan Crichton 02:27, 30 April 2007 (UTC)
Implemented. --Simon 19:50, 30 April 2007 (UTC)

Direct Item Giving

Author Timestamp Type Scope
0000FF Beard 13:37, 11 November 2007 (UTC) Ability Players who wish to transfer items

Direct item giving would allow a player to give an item to another player.
It would work the same way as giving gold, but instead of different amounts of gold, a player could select from different items found in his or her inventory, and would be able to give one of those to another player on the same square for the cost of one AP.
The menu would appear such as this: "Give [list of items] to [list of players]", and would be located under the gold giving menu.
Even though it is currently possible to transfer items with the hole-transfer technique, doing that requires coordination and a lot of AP, so an easier way to do it would have many benefits for both the players who simply want to give others an item and those who want to set up their own shop or become a travelling trader.
Cheating should also not be a problem, as Simon himself has said that he would make anti-cheating rules for this feature if it gets implemented.


  • Implemented. --Simon 20:06, 23 December 2007 (UTC)

Map buttons moved

Author Timestamp Type Scope
FishOutOfWater 08:37, 23 August 2007 (UTC) UI improvement map.cgi

The new locations are great. However, the more used (at least by me) buttons to "Return to Shartak", etc. are now off the bottom of the page. I think the mechanics of the page would work better if the row of buttons were right below the map, followed by the locations, followed by the marker colour chooser.


  • Makes sense to me. Implemented. --Simon 20:35, 11 November 2007 (UTC)

More Clan/Crew powers

Author Timestamp Type Scope
Michael edwards 21:02, 22 October 2006 (UTC) For Clan/Crew founders and leaders to be able to kick out players they don't want. All Clan/Crew Founders and Leaders

It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the "kick out" buttin to expel him from the clan.

Implemented with the December 2006 clan updates. --Simon 21:24, 9 January 2007 (UTC)

Give 1 XP for Juicing

Author Timestamp Type Scope
Buttercup 04:20, 10 January 2008 (UTC) Stuff that gives XP People making juice

Simply, I think you should gain 1 XP for making juice. It would be a token amount for doing something worthwhile, rather than something a person would do just for XP. If you already had the empty gourd and fruit and were going to eat the fruit anyway, you'd still have to spend an extra AP to get that one XP, so it's not overpowered.

I don't see why this shouldn't be implemented. We already get XP randomly for chopping jungle so why not this :) --Cthulhu

As above really--Etherdrifter 21:02, 12 January 2008 (UTC)

Notes: Conformation in this threadWulla (talk) 18:25, 15 January 2008 (UTC)

Comment Cartography

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. -- fitzcarraldo|T 17:05, 5 March 2006 (GMT)


  • This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- Daylan00:37, 10 March 2006 (GMT)
  • I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--Jackel 00:49, 10 March 2006 (GMT)
  • I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple "Add Location" button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --Lint 09:01, 11 May 2006 (BST)
In a way, this has been implemented through - would others agree? --Johan Crichton 02:05, 1 July 2007 (UTC)
Agreed - implemented as waypoints on the in-game map. --Simon 22:50, 13 April 2008 (UTC)

Triage Change

Author Timestamp Type Scope
Tintin 15:41, 19 December 2006 (UTC) Triage Improvement Everyone

Currently, the triage skill works by giving you the lowest HP of an injured person in the room. For example, if there were two people in a space, one who's HP is 49 out of 50, another 50 out of 80, you will only be able to see the HP of the first. This is rather unrealistic and annoying. For the guy with 50 max HP, the 1 damage that took him to 49 is just a scratch, while for the guy with 80 max HP, him being at 50 is a very critical wound. The end result is that you waste a FAK on the 49 HP guy, when it could have done much more good for the 50 HP guy.

So, I would suggest that the system be revised, and instead of working on lowest HP number, work on a fractional basis. So now, some one with 60 out of 80 HP is at 3/4 health, and so you would see his HP rather than the guy who is at 49 out of 50 HP, which is only 98%.

As a healer, i wholeheartedly support this idea, and can't think of anything that could make it better. Rozen

Same here. Very idea :) Lama

Yup, very good idea --Htkl 00:09, 24 April 2007 (UTC)

Sounds ok, but why not just show the person needing the most healing by calculating (max hp - current hp) instead of a percentage? --Johan Crichton 04:45, 24 April 2007 (UTC)
Implemented --Simon 22:37, 13 April 2008 (UTC)

Pygmy Cannibal

Author Timestamp Type Scope
Skull Face 00:37, 15 January 2008 (UTC) Class New native class

This suggestion is for a 4th native type, a native equivalent to the outsiders' Pirate. The Pygmy Cannibal would originate on a small offshore island. Their stature, skills and dietary habits would be an evolutionary adaptation to their surroundings.

Pygmies would have 50 HP starting (70 HP maximum) and access to the standard skill tree (similar to the Pirate class). They would also have access to additional skills of Basic Bow Use, Bow Training, Advanced Bow Training (bow and arrow delivers 4 HP damage per hit), Ritual Feast (a new skill to allow kill bonuses from humans to be taken as AP / HP instead of just XP, with Advanced Close Quarter Combat as a prerequisite) and Pass Without Trace (a new skill to make movement leave no footprints, with Tracking Mastery as a prerequisite). The counter to the latter would be a Scout / Explorer / Pygmy with the Tracking Mastery skill who would still be able to find the tracks.

Implemented in the new cannibal class. --Skull Face 10:08, 14 August 2008 (UTC)

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