Difference between revisions of "Suggestions:Miscellaneous"

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*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.
 
*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.
 +
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)
  
 
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?
 
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?

Revision as of 18:55, 7 March 2006

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.

Begin a new item with a * and "sign" your suggestions using -- ~~~~ so we know who to blame ;)

Bug reports should go on the Bugs page.

This is the suggestions page for "other" ideas that don't fit into an easy category. See also the Suggestions page for other suggestions.

Other

Supplies in settlements

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.

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?

..probably too complicated for something that's rather useless. Oh well. --Ismo Kuikka

Comments

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? --Snarf 10:33, 17 February 2006 (GMT)

Tunnels

Tunnels underneath the island lead to interesting places.

as a resComments

How do you know they don't exist? :) Dr. J

Treasure to capture

"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.

Comments

I would like to modify this slightly Mystery Suggester. Please see the Unique Item Hunt suggestion. --Lint 08:40, 5 March 2006 (GMT)

Writing on the tree (or sand)

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. -- Snarf 22:32, 27 January 2006 (GMT)

Comments

FYI, currently working on this. --Simon 23:16, 20 February 2006 (GMT)
Done. Watch out for quirks depending on where you're writing. --Simon 15:24, 27 February 2006 (GMT)

Informational messages

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. Durja 18:14, 6 February 2006 (GMT)

Comments

I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - Snarf
Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - Snarf
How about making a list of "informational messages" that might be required? - Snarf
  • PlayerX killed PlayerY.
  • PlayerX killed animal.
  • PlayerY died from eating some poisonous berries. (self-inflicted death)

Player VS Player Interaction

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 ;). - Nan

Comments

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. --Jackel 19:52, 27 February 2006 (GMT)
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. --Daylan 00:27, 7 March 2006 (GMT)

Spirit Movement

A couple thoughts on this topic.--Jackel 02:29, 6 March 2006 (GMT)

  • 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.
Perhaps spirits have less impetus than live characters --Dr. J 18:55, 7 March 2006 (GMT)
  • Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?
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) ?
They also can't move through the deepest water, but that is the boundary of the game I'm guessing.

Areas explored stat

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 :). -- Daylan 00:04, 7 March 2006 (GMT)

Comments

  • Implemented, together with kill stats within profiles. --Simon 17:35, 7 March 2006 (GMT)
    • whoa! and pker's beware, everyone will now know if you killed your own at any point in your wretched past. --Frisco 17:48, 7 March 2006 (GMT)
    • Not necessarily.. what if you were killing outsiders/natives from a different camp? --Simon 18:05, 7 March 2006 (GMT)