Suggestions:Miscellaneous

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Suggestions
Items | Skills | Classes | Game mechanics | Miscellaneous

Miscellaneous suggestions are made here. See Suggestions for a list of other suggestion categories.

Suggestions for Shartak are not often implemented but are always welcome. Comments on and improvements to existing suggestions are appreciated. Please don't remove suggestions you don't like.

Before adding a suggestion, please take the time to view the guidelines for advice on what suggestions are feasable, and please check existing suggestions to ensure that yours (or a very similar one) has not already been made. Please add new suggestions to the bottom of the page.

Implemented suggestions are moved to Suggestions:Implemented. Bug reports should be added to the Bugs page.

Example

To use the template, enter the following at the bottom of the page, but replace emboldened text with text appropriate to your suggestion:

===Suggestion Name===
{{suggestion|
suggest_type=Skill, balance change, improvement, etc|
suggest_scope=Who or what it applies to|
suggest_description=Full description. Check spelling and be descriptive.|
suggest_time=~~~~~|
suggest_author=~~~|
suggest_comments=
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
Comment here
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
}}

Contents

Miscellaneous

Clans as contacts and uniforms

Author Timestamp Type Scope
A SN 15:01, 26 June 2007 (UTC) Contact list, Role-playing Recognizing people by the clan they belong to if they wear the clan's uniform

The idea would be that you could add a clan as a contact, just like you can add a single person. It would act as if you added every single person one by one in your contacts lists, all to either friends, neutral or enemies, provided that it's a clan which members wear uniforms (which would be set when creating/editing a clan). It would be pretty convenient, for example if you're at war with a clan, you could add the whole clan as an enemy, and recognize each of its members as such, and thus bring some convenience and some more realism to the gameplay (because it only makes sense to recognize a Colonial Police member (for example) by their uniform if you're at war with them). The interest of uniforms wouldn't only to be an easily recognizable target for your enemies but to also be easily recognizable for your allies. For example, clans made of both natives and outsiders could recognize each other without giving away coins, which I believe would be very convenient for them.

Comments
Comment here


Entrance text

Author Timestamp Type Scope
slayerofmuffins 19:50, 24th February 2007 (UTC) New text Entering places

At the moment, if as a ghost I enter a hut (at any rate), I get the message "You step inside." As I leave, I get "You climb outside." Now I'm pretty sure it said somewhere that ghosts are supposed to 'float through the jungle' and whatnot, so shouldn't the same apply to buildings. I suggest that the text be changed to something like "you float through the wall" - or something better, I'll leave that to Simon.

Comments
Comment here


Plantable-Plants

Author Timestamp Type Scope
Lantz 05:17, 26 November 2006 (UTC) Improvement Players

A player would be able to plant a seed or berry to have a bush grow with a slim chance of success. It may need some watering and a little time to grow. It would function like a normal tree or berry bush, and appear in a block's description. It would last until the block it was in is chopped past a certain density, so it would not work on a beach. Overgrowth by random weeds would also destroy it. It doesn't need to show up on the map as an icon. There might be a small XP reward for successfully planting one.

Comments
This sounds like the suggested Planting/Agriculture skill. --Frisco 19:39, 27 November 2006 (UTC)

This idea is simpler and doesn't require a new skill.--Lantz 22:08, 27 November 2006 (UTC)

Temporary Shelter

Author Timestamp Type Scope
Lantz 05:11, 26 November 2006 (UTC) Improvement Players

With quite a few pieces of driftwood, a player would be able to erect a temporary hut, for a small XP reward. If making an enterable hut is too costly on the server and/or its maintainers, then make it simply create a square in which a player is not so suceptible to attack by animals or any sort of weather implemented in the future. The hut would last until either it collapsed on its own, if improperly maintained(by adding driftwood every few days), or if attacked by another player or animal. Weather may even knock it down. This would be a fairly simple terrain type, so any additions by game implementers would work very well.

Comments




Player NotePad

Author Timestamp Type Scope
Lantz 05:02, 26 November 2006 (UTC) Improvement Players

Players need a little notepad that they can keep notes on in their profile. Notes that only they can see, such as locations of certain places of interest they have found, or plans they want to keep for the next day's AP spending or roleplaying. This would work like the player desciption, easily editable and update-able. I'd use it to keep the coordinates of berry bushes I'd find in my area I patrol.

Comments




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)

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)
I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--Wifey 07:30, 29 March 2006 (BST)
I have suggested a full non player vs player implementation at Suggestions:Game_mechanics#PvP_Protection. --Iamtas 10:10, 13 April 2006 (BST)
Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --Simon 12:28, 9 July 2006 (UTC)

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.

So what's the suggestion here? Perhaps this belongs in the Talk page instead? --Simon 17:51, 27 May 2006 (BST)

Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --Simon 12:29, 9 July 2006 (UTC)
Fast-moving spirits don't make sense to me. Zipping across Shartak by dying doesn't seem right (unless you're contacting the home shaman). I prefer the idea of a spirit that is somewhat "bound" to their site of death. A high fixed movement cost per square (1AP or 2AP) creates this binding effect. --Tycho44 05:19, 10 July 2006 (UTC)
The main problem with this suggestion is that it lets spirits travel faster than everyone but explorers (since heavy jungle sometimes gets in a trekker's way), meaning that if you're dead and have somewhere to be, it's better to float across the island than walk across it. This means fewer visible people in the jungle and fewer player interactions overall. — Elembis (talk) 05:01, 19 July 2006 (UTC)

Player Titles

To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and Murk would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --Frisco 04:15, 10 March 2006 (GMT)

Comments

I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --Lint 22:12, 11 March 2006 (GMT)
  • This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.
  • A title for every player or just those in the weekly top A% of whatever chart?
  • Just to be displayed in the profile or in the location description as well e.g. Here you can see Fatninja, the hunter, and Leaky Bocks.
  • What kind of statistics would need to be kept for this to work?
  • areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.
  • animal kills for the hunter titles? specific types of animals killed e.g "Bob the parrot killer", "Fred the big game hunter", "Bert the murderer" (pkills) rather than just all animals killed?
  • something for some other kind of title, trading perhaps? "Tycho the master salesperson" for example ;)
  • Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the kill statistics page..
--Simon 12:43, 9 July 2006 (UTC)
A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered. For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item). Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making "the Butcher of York" an official title?
Weekly tabulating of titles will make them very transient. Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)? --Frisco 15:42, 9 July 2006 (UTC)
I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.
Most of what follows is inspired by a draft suggestion on the Urban Dead wiki and my experience with Nexus War.
I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.
  • Area explored - Wanderer, Traveller, Adventurer
Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)
  • Hasn't killed anyone - Pacifist
  • Killed animals - Herder, Hunter, Slayer
Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)
  • Killed opposing side - Killer, Fighter, Conqueror
  • Killed same side - Turncoat, Backstabber, Traitor
Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).


In-game Rankings

I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--Jackel 01:03, 16 March 2006 (GMT)

Comments

  • See the player titles suggestion further up! --Simon 12:46, 9 July 2006 (UTC)

Wiki: table CSS

It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on Tips and tricks). I tried to edit WikiMedia:Common.css but it's edit-locked. --VTBassMatt 16:14, 23 March 2006 (GMT)

  • I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --Simon 18:09, 23 March 2006 (GMT)
    • What the heck! Ha, sorry. Now I can't find the page on either this wiki or the WikiMedia page. Weird. Well anyhow, it would be nice to have a useful table class. Thanks, Simon.
      • What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --Simon 11:58, 3 April 2006 (BST)
        • Colors aren't too important, I was more concerned with borders. Something simple like:
table.bordered, table.bordered td {
  border: 1px solid black;



Pets

Discussion of Pets has been moved to the existing Pet System suggestion.


ruins

the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:

  • unique, ruin only monsters
  • special items found only in ruins
  • if quests are implemented, a quest location

this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.

Comments:

  • I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions.
  • "As the wind blows through the ruined arch, you hear the spirit voices of the ancestors" (gain 1 XP).
  • "You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away." (junk item that could be implemented with magic/spirits later).
  • "Ghosts of the ancient dead chill your soul" (lose 2 HP, gain 2 XP).
  • "Sliding the heavy iron lid to one side, you discover The Conch(tm)!"
...And so on. --Tycho44 22:56, 15 May 2006 (BST)

Wind

Author Timestamp Type Scope
Frisco 16:54, 14 April 2006 (BST) Game Element Addition Everyone

Add the concept of wind to the game. Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on. For now, including a changing wind speed (10mph to 30mph) may be overly complex. Wind can affect spirit movement, pigeon delivery times, fire movement, etc.

Comments

  • Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --Lint 20:08, 14 April 2006 (BST)
  • A tornado/hurricane would be possible, scattering players and npcs that it runs over into adjacent squares. It would have to move every 30-60 minutes and theoretically could move players halfway across the island if it happened to throw them into the same square that it then moved into next. --Simon 16:20, 18 August 2006 (UTC)

UDTool type Firefox plugin

Author Timestamp Type Scope
Rip Purr 08:18, 27 May 2006 (BST) Plugin All players with Firefox

I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).

Comments

  • This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --Simon 20:50, 12 June 2006 (BST)

Hide Skills

Author Timestamp Type Scope
Kripcat 08:18, 31 May 2006 (BST) Technical Everyone

I think it would be useful to be able to have a "Hide Skills" button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?

Comments

  • Comment removed --Lint 20:06, 6 June 2006 (BST)
    • Well, hiding (as a skill) seems different from "hiding your list of skills"... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a "Disguise" skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --Tycho44 21:51, 1 June 2006 (BST)
      • It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if Ifail to kill them. ;) --Wifey 23:50, 1 June 2006 (BST)
      • That is another bonus to be sure, might add a little tang to your game. Kripcat 07:28, 6 June 2006 (BST)
      • The problem with doing anything "while you sleep" is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose "asleep" is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --Simon 12:18, 9 June 2006 (BST)
        • There's no issue with player-activated sleep conditions. Clicking a button ("Disguise Self 4AP" or however many AP you want it to cost) activates the Disguise. Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --Tycho44 23:03, 19 June 2006 (UTC)

Jungle Regrowth

Author Timestamp Type Scope
Kripcat 08:18, 6 June 2006 (BST) Alteration The regrowth of the Jungle Terrain type

As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:

  • Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of "seeding" each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.
  • Each square of Jungle (with the exception of D10) has a 7.5% chance of "growing" into the density level 1 above its current.

This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.

Edit: On second thought it may just be easier to create a "coding requirment" that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. Kripcat 08:24, 6 June 2006 (BST)

Comments
If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --Tycho44 06:55, 8 June 2006 (BST)

  • Yes that probably work better with less coding work, but do you have an opinion on such a change? Kripcat 08:36, 8 June 2006 (BST)
  • There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --Simon 18:32, 8 June 2006 (BST)
  • If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. Kripcat 09:49, 9 June 2006 (BST)
  • I would really like this to be implemented. If not limit growth to squares near other grown squares then at least increast the chance of jungle growth near other grown squares a lot (because if growth from d0 to d1 was restricted to squares near grown squares, then a group of what, 30+?, people could deforest the entire durham peninsula in a couple of weeks and then just leave some players to chop down the re-growth near the tree line). If this was implemented, it would still be hard but not impossible to maintain large clearings.

So Simon (or whoever who code this game), i have coded a while on noob level and even there i think it's hard but this would really add a lot to the game. --Dezuman 14:01, 17 July 2008 (UTC)


Animal Meat

Author Timestamp Type Scope
Riddick 04:52, 8 June 2006 (BST) Alteration get meat from dead animals

well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says"there is a corpse of a large stag" that will not be there when it runs out of meat....[meat restores 2 HP].

Comments


Secret Shop

Author Timestamp Type Scope
A for anarchy 09:31, 22 July 2006 (UTC) new addition

I like to see the introduction of secret shops (traders) to Shartak which allow players to purchase hard to find items (heavy sword or charms) and/or special/unique (non-searchable) items at hyper-inflated prices say between (100 to 1000 gold coins). Accesses to such shops are either treacherous (crossing an area full of giant squids in deep water) or complex (requiring the completion of puzzles/quests) or time specific (opening for one day a year) or possibly a combination of all three. This would thus open up gameplay potential for high level players who have maxed out or allow players to get certain items without having to leave it up to chance. Potentially I see such shops being placed in ruins, islands or caves to promote exploration.

Comments
The shop should move every now and then, so that it may be re-discovered by different people. --Lantz 04:17, 27 November 2006 (UTC)


Merchants

Author Timestamp Type Scope
Black Joe 16:01, 18 August 2006 (UTC) New Addition All settlements

At the moment, gold coins are fairly easy to get, but they aren't in much demand. You can use them to trade, but they aren't removed from circulation. Since new gold coins are constantly added, this means the value will steadily decline as scarcity decreases.

I suggest splitting the trading and merchant functions. The trader will continue to trade, but he will cease making his high speed runs to the ammo hut to replenish his stock. He will work solely with what people trade with him. However, there would also be a merchant. He would accept only gold coins as payment, but would have unlimited stocks. To reduce the chance for abuse, he would charge grossly inflated prices. For example, a med kit runs about 2 gold coins under ordinary circumstances. The merchant would charge 8 to 10. He would act as a guaranteed source of supply, but you would pay dearly for the convenience. Spending 200 gold coins would only get 20-25 med kits at this price. Thus, newcomers without much money would not be particularly disadvantaged, since they could just search for what they need, but established players would be able to stock up on items they actually need. Additionally, the merchant would only sell items that can be found in that settlement. GPS could not be bought at the shipwreck, and rum could not be purchased in native villages. Other possible alterations are linking the price to demand or adjusting price to match the item's find rate (e.g. FAK's are harder to find at the shipwreck, so the price will be higher).

The primary purpose of this policy is to serve as a "gold sink". Gold coins spent at the merchant are removed from circulation, reducing the inflation inherent in Shartak's current economic model. That being said, this is a very rough guess, and I'm sure there are flaws I've missed. Please offer any input you may have.

Comments
Very good suggestion. Also, some major new expensive items that would only be able to be bought from the all-purpose merchant (not found by searching). I was thinking some time ago about being able to buy a cannon for 500 gold coins, which would serve as a means to actually hold a position and provide heavy defensive ability, it would fire on any enemy that comes within a square of it, and if it hits would inflict 50 damage. The specifics could be worked out. Another idea for merchants in each outsider town is to offer tickets aboard ships to the other towns, e.g. a Durham to York ticket would cost 100 gold or something, and the trip would take 50 AP, a significant reduction in AP to get from town to town, but at a steep cost. This would give people major benefits for getting lots of gold, besides the ability to trade for everyday itmes like FAKs. I'm sure people could think of even more things like this. This could really add a lot to the game. Arminius 00:37, 27 August 2006 (UTC)

I like the idea of the merchant very much and think it should be used--Michael edwards 03:58, 27 August 2006 (UTC)

I've thought about it, and I think I should add to the merchant idea. Merchants will also purchase items, but at a substantially lower rate than a trader, and only pay gold coins. For instance, a merchant would give one gold coin for five machetes, whereas the trader makes it an even trade. A gem would only bring two gold coins instead of ten. This will remove excess items from circulation (particularly those like GPS units, gems, and sharpening stones that are never broken or used up). --Black Joe 01:22, 12 November 2006 (UTC)

This looks like a brilliant idea, i like that the more established players wont have to search for days for a few FAKs when they have 200gc that they dont have plans for. About the cannon; i think that could link in with what somebody said about capturing towns, also (i know i'm still on about it) the trader could be made the only place to buy flintlocks, if people are still worried about balance issues. Rozen


Boost Ad Revenue With Random Reinforcement Schedule

Author Timestamp Type Scope
Nosimplehiway {{{suggest_time}}} improvement players

Simon has ads on the wiki and in the game, right? Well, presumably the number of times these links are followed increases his ad revenue. I think when you click on an ad it should open the ad in a seperate window, as usual. But, there should also be a 10% chance of opening an additional window. This window would have a randomly generated code. When the code is spoken by a character in game, the character gains 10 additional AP. Obviously, this would be one time only per page hit. Increases ad revenue and gives savvy players additional AP. Everybody wins! suggest_time=20:15, 5 January 2007 (UTC)

Comments
Comment here, please. ehh... 10% is rather high. Couldn't I just go around refreshing the page with the 10% chance of getting 10 AP? 10 AP is nice, but also high. Perhaps like 10-25 gold? Or possibly like 50 -Che 03:35, 6 January 2007 (UTC)

The 'opens in new window' bit is done entirely by whichever advert provider I happen to be using at the time. As such, it's not easy/possible to add extra code to do the above suggestion. Incidentally, ProjectWonderful ads (generally the animated graphic ones) are pay-per-day rather than per click or per impression. As such it doesn't make any difference to ad revenue how often you click them. --Simon 20:43, 9 January 2007 (UTC)

Bridges

Author Timestamp Type Scope
FirstAmongstDaves Improvement Players, Landscape

Some sections of the river should have rapids or run fast: " You slip in the fast current and are dragged underwater. You hit your head on a rock and die." To deal with this, create bridges, with NPC "trolls" or tollmasters. "Tollmaster Troy, holding a large axe, snarls at you, "Pay me one gold coin if you want to cross this bridge!", and shakes his axe at you." Players then have the opportunity of either paying him or attacking him. A bridge allows more opportunity of player interaction, plus keep gold coins in circulation.

Comments
Could be tricky to implement although it's a nice idea. The random 'slip in water and hurt self' part could be done for particular stretches of water, although there are only 2 real rivers on the map at present. --Simon 20:45, 9 January 2007 (UTC)

More rivers would make exploration more easy through more ready access to fresh water supplies --Johan Crichton 22:13, 9 January 2007 (UTC)
I had guessed a troll would be a dumbed down (ie. less complicated) version of the trader. He doesn't exchange anything, he just takes gold and lets you pass. If you try to pass without paying him, he hits you with his axe, for a big HP toll, or possibly fatally. The troll might have a 100 HP life like a trader, so it'd be possible to kill him if you were up for it. I'd guess he would be multilingual, so both outsiders and natives you easily understand him (therefore not putting either class of players at a disadvantage if they didn't know foreign tongues). As for the existence of rivers generally, fresh water supplies are indeed handy, but (as someone who has never encountered alligators) there should be some peril involved in navigating a river. - FirstAmongstDaves
Yeah, Dave, some peril would be good, whether in the form of rapids, more active alligators, piranha, a disease like typhoid or whatever. Rivers historically have been useful for transportation, power and water, but also occasionally dangerous. I don't think a troll per see really fits the feel of this game, though. I, myself, have XP farmed the boundary between a river and the sea. Well, I guess technically I was in a estuary. In any case, I farmed it for weeks right next to a swamp and I think I encountered one gator.--Nosimplehiway 16:14, 10 January 2007 (UTC)
Well not a "troll" per se, since that sounds mythical and not in the ethos of the game, but more a tollman with a bad temper. Given the colonists are ostensibly English, and Shartak is in the Spanish Main, he could be Spanish, I guess. "Fernando the Tollman" and "Pedro the Tollman"? With a silly accent? "Pay me uno gold coin if you want to cross zis bridge, amigo!" - FirstAmongstDaves

If you had something that you couldn't cross a river with, but could cross a bridge with (ie a cart full of trade goods, etc.) then the river wouldn't need to be dangerous for bridges to be useful. "You can't cross the river with a cart full of goods. If you want to cross you will have to leave it behind or find a bridge." Also, If we have bridges I think that if you are in the water then when you enter the bridge square you would be under the bridge (a new hiding place?!), but if you're on land and enter the bridge you'd be on top of the bridge. --Buttercup 17:29, 18 April 2008 (UTC)


Digging inside huts

Author Timestamp Type Scope
VTBassMatt 13:15, 26 April 2007 (UTC) UI improvement Digging skill

I have a "dig a hole" button inside huts, but whenever I click it, it tells me that no matter how badly I want to, I can't dig there. If we really can't dig inside huts, perhaps the button should be removed while in huts.

Comments
Valid point - except it's hard to tell the difference between being inside a hut and inside a tunnel and perhaps you'll be able to dig in tunnels later on. --Simon 23:48, 26 April 2007 (UTC)

Ok, how about that? --Simon 21:17, 29 April 2007 (UTC)

UI: Heal Patient as possible action

Author Timestamp Type Scope
Johan Crichton 08:38, 25 May 2007 (UTC) UI improvement Player User Interface

At the moment, the user interface has two options for live characters under 'Possible Actions:' for interaction with other characters - Attack target with weapon; and Give money to creditor.

This suggestion is to add an additional option under 'Possible Actions:' - Heal patient with item, where item can be healing herb, first aid kit, bottle of water etc. The option would appear dynamically when appropriate, much like the current attack and give options only appear when there is a target for those actions.

This UI improvement would make healing a lot easier with no having to scroll to find the item in your inventory.

Allowing the active character to use different items would allow the use of bottles of water (etc) to heal others, as suggested by Simon's comment on Suggestions:Items#Use_FAK_on_Others_Text_Change:

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)

Comments

  1. Actually, I'm fine with it as it is now. I think that if we add too much to the main interface, then it's going to soon become confusing. -Mark D. Stroyer 17:48, 25 May 2007 (UTC)
I've updated the suggestion a little.--Johan Crichton 21:43, 27 May 2007 (UTC)

Suggestion updated and hopefully clarified, having considered some feedback from IRC. --Johan Crichton 00:40, 8 July 2007 (UTC)


Town Hall/Chieftain's Hut

Author Timestamp Type Scope
Tomn 05:35, 8 June 2007 (UTC) Addition Every multi-hut camp

In order to make the game friendly to newbies, I propose that each camp has graphically distinct building smack in the center of the town. This building, when approached, would have permanent, non-erasable directions to the shaman, trader's hut, ammo hut, and medical hut. For further interest, it might be possible to allow the hall to allow "posters" within. They'd work much like signposts, with a short title besides each poster, but players can click on the button on the poster in order to read the full text attached. Said posters can have general advice for newbies, news reports, or clan recruitment posters. Naturally, some form of expiration and a limit on the amount of posters allowed is required. The final benefit of such a building would be that it becomes a natural center for political debate in-game.

Comments
I like that. Sounds pretty cool. Would the pirates have a Captain's Cabin then? --Rozen 05:45, 8 June 2007 (UTC)

Yeah, I suppose so. I excluded the pirates at first due to the fact that unlike the other camps, they don't really have any empty huts to confuse new players with. Still, the pirates deserve clan recruitment, news reports, and newbie advice too!--Tomn 07:52, 8 June 2007 (UTC)
I'd just like to point out that the vital thing is for there to be a conspicuous building with directions permanently carved into it. The whole posters thing is gravy intended to make things even easier for newbies, but the city hall/chieftan's hut/captain's cabin would make things a lot easier for incoming players who don't have the slightest clue what to do.--Tomn 20:15, 9 June 2007 (UTC)

Trade Goods

Author Timestamp Type Scope
Rozen 10:49, 8 June 2007 (UTC) Skill, balance change, improvement, etc Who or what it applies to
  • Named or unnamed items that players can trade between towns but NOT find laying around. 'A box of goods' or 'A box of clothes/food/soap/jewelery?' which raised the question of different grades of good; 'High quality trade goods' or 'Low quality trade goods'
  • You buy them in your home town for say 10gc, making the investment. and sell them to another town for a higher price, which will always be at least 12gc. This encourages better interaction between players.
  • You could still of course, trade the old stuff like booze and cutlasses, but this'd be a purely trade addition, which perhaps you would even recieve after killing someone who was carrying it?

.

Comments
This suggestion was originaly made on the forum, so if your idea hasn't been carried through, please re-state it below. --Rozen 10:49, 8 June 2007 (UTC)


Make Killing Signposts Not Require Body Building

Author Timestamp Type Scope
Buttercup 08:23, 23 January 2008 (UTC) Improvement people killing signposts

Basically, the title is the suggestion: Make killing signposts not require body building.

While we're on the subject, if there's any weapons that won't work on a signpost at all, change the text to say, "You hit the signpost but barely leave a mark on it. It seems that <weapon> are ineffective against signposts." so that people know to stop attacking them with that.

Comments
Comment here


Exploration: Additional small islands off south east coast

Author Timestamp Type Scope
Johan Crichton 00:48, 29 February 2008 (UTC) New Islands The Map

Because of a bug, it was possible for a small number (2 known) of characters to explore off the map. This suggestion is simply to add small Islands (they need be no bigger than 1 square in size) in the appropriate locations allowing every character to explore those squares mapped by those 2 characters.

Comments

  • Fixed - I have removed those extra few blocks of explored land from the profiles in question. --Simon 15:15, 13 July 2008 (UTC)

Label Inside of Hut with Village Name

Author Timestamp Type Scope
Buttercup 04:11, 18 April 2008 (UTC) Text change everyone

When you're in a hut, instead of saying for, instance, "Medical Hut", it should say "Raktam Medical Hut" or "York Weapons Hut", or whatever town your in's hut. Why? Because I've been in the same hut so long I don't remember which town I'm in. :P It's also helpful for when you haven't played in a while and then come back to know which town you're in. Yeah, I know I could go out and in, but this would save some confusion, look ok, and be easy to fix. Here's the example:

Wiksik Medical Hut

A shaman has been busy preparing healing herbs and has left plenty of small bundles of herbs hanging from the ceiling whilst they dry out.

Here you can see [names removed].

Comments
(Positive) This would be very helpful, especially when playing with multiple characters in different villages :) --Johan Crichton 05:14, 18 April 2008 (UTC)

As above really except I have just the 1 character --Etherdrifter 17:10, 19 April 2008 (UTC)


Character deletion

Author Timestamp Type Scope
Dezuman 13:01, 8 July 2008 (UTC) Function All players

I really think you shall be able to delete characters. I guess most of the inactive characters are the first a player create, but then stop playing bacause the player don't like the class/camp. So, simply, i suggest you shall be able to delete a character. To prevent people from steal passwords and delete others characters, the deletion shalln't be instant but rather a countdown on, say 120, hours that can be aborted at any time. I think this would lower the number of inactive characters (right now they outnumber the active ones by more than 15 to 1)

Comments

  • Hmmm, could be... But why would you want to delete it? Mostly, those inactive characters are ones who never understood how the game works. Which is lame. But... who would delete the inactive ones? -Elegost 12:22, 10 July 2008 (UTC)
I think the number of inactive characters can be traced to three sources:

(i) Spam bots (ii) Disaffected or bored players and those who've left the game. (iii) The group that Elegost references - those who signup, and simply don't find the game worth their time or who don't understand how the game works. In all three cases, I doubt those players would return to delete their character.--Johan Crichton 21:36, 10 July 2008 (UTC)

Yes, i agree not so many would use it, but at least it SHOULD be an option. Maybe a player starts the game as a explorer, but later wants to play as a... say settler. He could of course just leave his old caracter and make a new, but what if he wants to keep the cool name he had on his first caracter? I just think there shall be an OPTION to do so. But of course, there are many other game-improving things that are more important than this to implement... --Dezuman 21:20, 11 July 2008 (UTC)


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