Suggestions:Implemented

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Revision as of 09:43, 25 November 2008 by Johan Crichton (talk | contribs) (moved a few here from miscellaneous suggestions)
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Suggestions
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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.

Older implemented suggestions are archived on the following pages: 1 2 3 4 5

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

Implemented

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.

Comments
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.

Comments
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.

Comments
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.

Comments

  • 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.

Comments

  • 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.

Comments
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.

Comments
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)

Comments

  • 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 http://wiki.shartak.com/index.php/Suggestions:Implemented#Locations_List - 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%.

Comments
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.

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



Tunnels

Tunnels underneath the island lead to interesting places.

Comments

How do you know they don't exist? :) Dr. J
Tunnels underneath the island lead to interesting places. --Tycho44 06:43, 8 June 2006 (BST)
With the addition of the island of Rakmogak, the game gained numerous underground tunnels leading to interesting places. --Johan Crichton 09:43, 25 November 2008 (UTC)

Inventory Limit

I think I would like to have an indication of how much of my inventory limit is being used up. :D --Lint 22:12, 11 March 2006 (GMT)

  • The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as "(x/y)" appended to the inventory header, I could do something like a small bit of text just below the header like "You can carry lots more" "You can carry more things" "You can't carry much more" "You might be able to carry a couple more things" "You can't carry anything else". The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --Simon 11:02, 14 April 2006 (BST)
  • Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --Lint 20:13, 14 April 2006 (BST)
    • "is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --Tycho44 09:10, 29 April 2006 (BST)
      • <Bump.> Also, why not "(x/y)" appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication "(x)" would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --Tycho44 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --Tycho44 22:31, 20 May 2006 (BST)
  • See the last list item at The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts. — Elembis (talk) 07:51, 28 May 2006 (BST)
  • Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --Simon 12:46, 9 July 2006 (UTC)
    • It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --Lint 19:01, 9 July 2006 (UTC)
  • Ok, this has been added...
<span class="invsize">36 / 70</span>

but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --Simon 21:34, 9 July 2006 (UTC)

The option to have inventory displayed as been part of the game for some time. --Johan Crichton 09:43, 25 November 2008 (UTC)

Breakable weapons

Author Timestamp Type Scope
Black Joe 10:25, 19 July 2006 Weapon alteration All weapons

I'd like to propose that all weapons break occassionally. At the moment, cutlasses and machetes do, but I don't think any other weapons do. This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed. It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?). Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge). If it was breakable, it would be both more realistic and less unbalancing. That being said, the very name "heavy sword" implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.

Comments

  • Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name "heavy sword" suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --Tycho44 16:14, 19 July 2006 (UTC)
    • To me, heavy implies it's either thick or otherwise stronger. However, that's just my personal take on it, and it's not really a major point. My main suggestion is that any weapon should have a chance of breaking. Otherwise, there will be a surplus. Incidentally, I saw the "Uber Sword of Doom" entry, but given that this covers all weapons, I thought it best to create a separate topic. Thank you for your input, by the way. - Black Joe
  • I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. Arminius 00:47, 27 August 2006 (UTC)
As of late 2008, for some time now blowpipes and rifles have been known to become blocked and useless. --Johan Crichton 09:43, 25 November 2008 (UTC)