https://wiki.shartak.com/api.php?action=feedcontributions&user=Big+Kahuuna&feedformat=atomThe Shartak Wiki - User contributions [en]2024-03-29T14:24:44ZUser contributionsMediaWiki 1.33.0https://wiki.shartak.com/index.php?title=Zakano&diff=19156Zakano2008-11-14T08:27:53Z<p>Big Kahuuna: /* Previous sightings */</p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Zakano's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Zakano''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
* </noinclude>{{GPS|70|347|26|460}}<br />08:27, 14 November 2008 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|335|26|506}}<br />10:55, 18 October 2008 (UTC)<br />
* {{GPS|70|348|26|509}}<br />08:27, 17 October 2008 (UTC)<br />
* {{GPS|70|346|26|505}}<br />05:54, 16 October 2008 (UTC)<br />
* {{GPS|70|337|26|503}}<br />02:33, 13 September 2008 (UTC)<br />
* {{GPS|70|354|26|497}}<br />01:35, 03 September 2008 (UTC)<br />
* {{GPS|70|340|26|415}}<br />16:39, 15 August 2008 (UTC)<br />
* {{GPS|70|337|26|404}}<br />09:00, 19 July 2008 (UTC)<br />
* {{GPS|70|529|26|508}}<br />21:30, 8 April 2008 (UTC)<br />
* {{GPS|70|510|26|526}}<br />16:07, 04 February 2008 (UTC)<br />
* {{GPS|70|511|26|530}}<br />07:39, 30 January 2008 (UTC)<br />
* {{GPS|70|517|26|505}}<br />01:10, 28 January 2008 (UTC)<br />
* {{GPS|70|515|26|510}}<br />22:33, 27 January 2008 (UTC)<br />
* {{GPS|70|508|26|520}}<br />02:22, 27 January 2008 (UTC)<br />
* {{GPS|70|508|26|508}}<br />03:47, 25 January 2008 (UTC)<br />
* {{GPS|70|466|26|482}}<br />22:38, 12 December 2007 (UTC)<br />
* {{GPS|70|455|26|482}}<br />23:10, 02 December 2007 (UTC)<br />
* {{GPS|70|461|26|489}}<br />15:13, 01 December 2007 (UTC)<br />
* {{GPS|70|458|26|471}}<br />23:11, 29 November 2007 (UTC)<br />
* {{GPS|70|456|26|465}}<br />09:38, 27 November 2007 (UTC)<br />
* {{GPS|70|468|26|450}}<br />03:39, 23 November 2007 (UTC)<br />
* {{GPS|70|499|26|524}}<br />01:37, 07 November 2007 (UTC)<br />
* {{GPS|70|480|26|517}}<br />20:42, 01 November 2007 (UTC)<br />
* {{GPS|70|494|26|514}}<br />20:45, 15 October 2007 (UTC)<br />
* {{GPS|70|505|26|528}}<br />23:51, 13 October 2007 (UTC)<br />
* {{GPS|70|522|26|536}}<br />22:31, 08 October 2007 (UTC)<br />
* {{GPS|70|528|26|534}}<br />22:52, 06 October 2007 (UTC)<br />
* {{GPS|70|459|26|511}}<br />19:11, 22 September 2007 (UTC)<br />
* {{GPS|70|293|26|457}}<br />22:39, 12 September 2007 (UTC)<br />
* {{GPS|70|324|26|417}}<br />21:41, 06 September 2007 (UTC)<br />
* {{GPS|70|353|26|422}}<br />21:47, 14 August 2007 (UTC)<br />
* {{GPS|70|391|26|347}}<br />04:01, 7 August 2007 (UTC)<br />
* {{GPS|70|561|26|413}}<br />03:42, 25 July 2007 (UTC)<br />
* {{GPS|70|551|26|412}}<br />23:51, 07 July 2007 (UTC)<br />
* {{GPS|70|209|26|410}}<br />21:25, 25 June 2007 (UTC)<br />
* {{GPS|70|178|26|461}}<br />22:23, 11 June 2007 (UTC)<br />
* {{GPS|70|214|26|457}}<br />09:54, 13 May 2007 (UTC)<br />
* {{GPS|70|201|26|436}}<br />04:21, 8 April 2007 (UTC)<br />
* {{GPS|70|178|26|421}}<br />01:50, 4 April 2007 (UTC)<br />
* {{GPS|70|235|26|442}}<br />02:34, 1 February 2007 (UTC)<br />
* {{GPS|70|239|26|493}}<br />02:58, 28 December 2006 (UTC)<br />
* {{GPS|70|293|26|504}}<br />19:36, 15 October 2006 (BST)<br />
* {{GPS|70|410|26|505}}<br />00:31, 20 July 2006 (UTC)<br />
* {{GPS|70|476|26|519}}<br />23:31, 5 July 2006 (UTC)<br />
* {{GPS|70|488|26|495}}<br />18:04, 2 July 2006 (UTC)<br />
* {{GPS|70|489|26|494}}<br />17:38, 2 July 2006 (BST)<br />
* {{GPS|70|454|26|491}}<br />18:48, 30 May 2006 (BST)<br />
* {{GPS|70|446|26|453}}<br />00:52, 22 May 2006 (BST)<br />
* {{GPS|70|436|26|492}}<br />00:44, 19 May 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Zakano&diff=19155Zakano2008-11-14T08:27:34Z<p>Big Kahuuna: /* Current sighting */</p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Zakano's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Zakano''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
* </noinclude>{{GPS|70|347|26|460}}<br />08:27, 14 November 2008 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|348|26|509}}<br />08:27, 17 October 2008 (UTC)<br />
* {{GPS|70|346|26|505}}<br />05:54, 16 October 2008 (UTC)<br />
* {{GPS|70|337|26|503}}<br />02:33, 13 September 2008 (UTC)<br />
* {{GPS|70|354|26|497}}<br />01:35, 03 September 2008 (UTC)<br />
* {{GPS|70|340|26|415}}<br />16:39, 15 August 2008 (UTC)<br />
* {{GPS|70|337|26|404}}<br />09:00, 19 July 2008 (UTC)<br />
* {{GPS|70|529|26|508}}<br />21:30, 8 April 2008 (UTC)<br />
* {{GPS|70|510|26|526}}<br />16:07, 04 February 2008 (UTC)<br />
* {{GPS|70|511|26|530}}<br />07:39, 30 January 2008 (UTC)<br />
* {{GPS|70|517|26|505}}<br />01:10, 28 January 2008 (UTC)<br />
* {{GPS|70|515|26|510}}<br />22:33, 27 January 2008 (UTC)<br />
* {{GPS|70|508|26|520}}<br />02:22, 27 January 2008 (UTC)<br />
* {{GPS|70|508|26|508}}<br />03:47, 25 January 2008 (UTC)<br />
* {{GPS|70|466|26|482}}<br />22:38, 12 December 2007 (UTC)<br />
* {{GPS|70|455|26|482}}<br />23:10, 02 December 2007 (UTC)<br />
* {{GPS|70|461|26|489}}<br />15:13, 01 December 2007 (UTC)<br />
* {{GPS|70|458|26|471}}<br />23:11, 29 November 2007 (UTC)<br />
* {{GPS|70|456|26|465}}<br />09:38, 27 November 2007 (UTC)<br />
* {{GPS|70|468|26|450}}<br />03:39, 23 November 2007 (UTC)<br />
* {{GPS|70|499|26|524}}<br />01:37, 07 November 2007 (UTC)<br />
* {{GPS|70|480|26|517}}<br />20:42, 01 November 2007 (UTC)<br />
* {{GPS|70|494|26|514}}<br />20:45, 15 October 2007 (UTC)<br />
* {{GPS|70|505|26|528}}<br />23:51, 13 October 2007 (UTC)<br />
* {{GPS|70|522|26|536}}<br />22:31, 08 October 2007 (UTC)<br />
* {{GPS|70|528|26|534}}<br />22:52, 06 October 2007 (UTC)<br />
* {{GPS|70|459|26|511}}<br />19:11, 22 September 2007 (UTC)<br />
* {{GPS|70|293|26|457}}<br />22:39, 12 September 2007 (UTC)<br />
* {{GPS|70|324|26|417}}<br />21:41, 06 September 2007 (UTC)<br />
* {{GPS|70|353|26|422}}<br />21:47, 14 August 2007 (UTC)<br />
* {{GPS|70|391|26|347}}<br />04:01, 7 August 2007 (UTC)<br />
* {{GPS|70|561|26|413}}<br />03:42, 25 July 2007 (UTC)<br />
* {{GPS|70|551|26|412}}<br />23:51, 07 July 2007 (UTC)<br />
* {{GPS|70|209|26|410}}<br />21:25, 25 June 2007 (UTC)<br />
* {{GPS|70|178|26|461}}<br />22:23, 11 June 2007 (UTC)<br />
* {{GPS|70|214|26|457}}<br />09:54, 13 May 2007 (UTC)<br />
* {{GPS|70|201|26|436}}<br />04:21, 8 April 2007 (UTC)<br />
* {{GPS|70|178|26|421}}<br />01:50, 4 April 2007 (UTC)<br />
* {{GPS|70|235|26|442}}<br />02:34, 1 February 2007 (UTC)<br />
* {{GPS|70|239|26|493}}<br />02:58, 28 December 2006 (UTC)<br />
* {{GPS|70|293|26|504}}<br />19:36, 15 October 2006 (BST)<br />
* {{GPS|70|410|26|505}}<br />00:31, 20 July 2006 (UTC)<br />
* {{GPS|70|476|26|519}}<br />23:31, 5 July 2006 (UTC)<br />
* {{GPS|70|488|26|495}}<br />18:04, 2 July 2006 (UTC)<br />
* {{GPS|70|489|26|494}}<br />17:38, 2 July 2006 (BST)<br />
* {{GPS|70|454|26|491}}<br />18:48, 30 May 2006 (BST)<br />
* {{GPS|70|446|26|453}}<br />00:52, 22 May 2006 (BST)<br />
* {{GPS|70|436|26|492}}<br />00:44, 19 May 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Talk:Wiksik&diff=19101Talk:Wiksik2008-11-01T11:25:46Z<p>Big Kahuuna: </p>
<hr />
<div>= Shaman changed location =<br />
Curious...<br />
One of my outsider characters got revived by Tapran just a few minutes ago and to my surprise I found that Tapran is no longer at the center of Wiksik, but is instead located at [-70.242,+26.411].<br />
I wonder whether this is a permanent move, or if the shaman NPCs are going to be mobile now.<br />
--[[User:Berry|Berry]] 04:13, 23 April 2006 (BST)<br />
:Shamans are mobile after the fiasco of the Dalpok massacre. (XP farming by respawning repeatedly at the Dalpok shaman.) --[[User:Tycho44|Tycho44]] 23:52, 28 April 2006 (BST)<br />
<br />
=Wiksik now Necropolis=<br />
<br />
Is this Halloween connected? Maybe add as an addition to wiksik history? --[[User:Big Kahuuna|Big Kahuuna]] 11:25, 1 November 2008 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Talk:Items&diff=18964Talk:Items2008-10-24T07:34:05Z<p>Big Kahuuna: fungi?</p>
<hr />
<div>Cheers to danheretic, Tanarchy, and Lint for adding more info to the Items page! --[[User:Meatiershower|Meatiershower]] 14:14, 13 February 2006 (GMT)<br />
<br />
* Thanks!<br>I'm a little curious as to what Simon's intentions with the wiki are. Should we be striving towards documenting every single detail or leaving things a little vague? --[[User:Lint|Lint]] 21:10, 13 February 2006 (GMT)<br />
<br />
* Make it as vague or as detailed as you want. Information about locations of useful stuff is likely to be of interest to plenty of people ;) --[[User:Simon|Simon]] 21:14, 13 February 2006 (GMT)<br />
<br />
* Great! Was interested in adding some stuff, and have, but not sure how much was too much. Driftwood was one example. Luckily, someone with more courage than myself posted it already, lol. =] --[[User:Meatiershower|Meatiershower]] 21:52, 14 February 2006 (GMT)<br />
<br />
== Item Details ==<br />
<br />
* I see that Knife is listed as unknown base level and and damage. I just signed up as a native (a warrior, I think). I found a knife. The hit percentage is 20% with a damage of 1. Is that what people mean by the base level? [[User:Shades of Grey|Shades of Grey]] 09:25, 15 February 2006 (GMT)<br />
::-Shades of Grey : I believe that is what should be listed. I found one and posted about the knife, but have not tried to use it yet. Post that info!--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)<br />
<br />
=== GPS ===<br />
*Can someone who understands the GPS please explain exactly what the numbers mean? I have yet to make heads or tails from them...--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)<br />
:: I've added some info to the [[Items]] page. --[[User:Dr. J|Dr. J]] 00:31, 16 February 2006 (GMT)<br />
::: Thanks, Doc! What is the '70' and '26' for on the GPS? Do they never change? --[[User:Meatiershower|Meatiershower]] 15:10, 16 February 2006 (GMT)<br />
:::: They are part of the coordinates. As to whether they change - that depends on how big Shartak is. --[[User:Dr. J|Dr. J]] 11:46, 17 February 2006 (GMT)<br />
:::: I assume they are the notional lattitude and longitude of the island. 70E 26S is in the Indian Ocean, 70W 26N is NE of the Caribbean (70E 26N is in NW India and 70W 26S is in South America). --[[User:Richard Hawke-Welch|Richard Hawke-Welch]] 08:39, 20 February 2006 (GMT)<br />
* Right, and exactly WHERE in the villages can you get one? --[[User:Motogrrl|Motogrrl ]] 02:16, 28 April 2006 (GMT)<br />
**Now you can find them in the Medical Huts (2%?) as well as on the ground in the outsider villages. Trading posts often have them, too. --[[User:Tycho44|Tycho44]] 01:54, 18 May 2006 (BST)<br />
<br />
=== Searching ===<br />
* I waded out into the Water with my Soldier and decided to search. Amid the multiple failed searches, I got one message: "You search and find a broken knife which you discard." Was that a potential item that required a certain skill to use or just junk? --[[User:Lint|Lint]] 03:59, 20 February 2006 (GMT)<br />
:* That appears to be a cue that nothing useful can be found in that terrain location. A bit less frustrating than clicking Search 75 times in a row to no avail. --[[User:Tycho44|Tycho44]] 19:16, 21 May 2006 (BST)<br />
<br />
=== Machetes ===<br />
* Anyone know if sharp machetes ever get dull? --[[User:Jackel|Jackel]] 19:46, 23 February 2006 (GMT)<br />
: I have had my machete since level 1 (now am level 8) and it hasn't gotten dull yet. --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)<br />
<br />
=== Dried Herbs ===<br />
* I have some "dried herbs". I don't find them in this wiki, and I haven't used them yet. Anyone know what they do? --[[User:Jackel|Jackel]] 20:36, 23 February 2006 (GMT) '''EDIT:''' Just tried using them got a message saying I didn't know how to use them. My guess is they are "healing herbs" and can only be used with the "Natural Medicine" skill--[[User:Jackel|Jackel]] 18:42, 24 February 2006 (GMT)<br />
:: Which character did you find them with? If you were an outsider, maybe it's the "Native Knowledge" skill you require rather than "Natural Medicine". I wonder what a first aid kit looks like to a native. --[[User:Lint|Lint]] 19:23, 24 February 2006 (GMT)<br />
:::My outsider scientist has these. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)<br />
::::"dried herbs" are the name for "healing herbs" when you don't have Native Knowledge. --[[User:Tycho44|Tycho44]] 01:55, 18 May 2006 (BST)<br />
<br />
=== Heavy Sword ===<br />
* Who added the heavy sword? We should all take some time to figure out where you can reliablly find them -- [[User:Daylan|Daylan]] 19:58, 24 February 2006 (GMT)<br />
:It was added by "Fitzcarraldo". --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)<br />
::I am unfortunately not sure where I found it, it was found on the first day I tried shartak and I wasn't really paying attention, which is why I included the "(?)". Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help figure out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:13, 26 February 2006 (GMT)<br />
:Can someone post a screenshot of the heavy sword to verfiy its existence? Has anyone else found it? --[[User:Gandhi|Gandhi]] 04:23, 27 February 2006 (GMT)<br />
::wow, verification? ok, I understand. you can see it [http://img211.imageshack.us/img211/5835/shrtkheavyswordscrnsht060303b0.jpg here], just below the obfuscated gps coordinates. Again, I seriously have no idea where exactly it was I found it. It could have been in swamp or beach or jungle, or in town.. they were all in the vicinity, my best guess was jungle. :/ <br />
::As an aside, It makes me wonder what other little treasures there are hidden away that are not very probable!? The mechanism involved could be more complicated than UD's, couldn't it? Maybe there are only so many active per number of players, or maybe it is found in 1 specific square, or in a specific quadrant of the map, or maybe it is actually class specific (fitzcarraldo is an explorer, outsider), or maybe it just has a probability of 0.01%, or maybe those finding them don't look in the wiki, or?? I really don't know. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 11:31, 3 March 2006 (GMT)<br />
<br />
:In case anyone was wondering - heavy swords do break. --[[User:Lint|Lint]] 23:25, 10 July 2006 (UTC)<br />
::I'm wondering: how do you know? --[[User:Tycho44|Tycho44]] 01:11, 11 July 2006 (UTC)<br />
:::/me whistles innocently. --[[User:Lint|Lint]] 02:21, 11 July 2006 (UTC)<br />
<br />
===Fungi?===<br />
<br />
I've heard on the forums of fungi. Thuis far the only info is that they deal 2 damage.<br />
Also there is talk about them being found in the "fungi" squares of the caves.<br />
Has anyone got further info on this? --[[User:Big Kahuuna|Big Kahuuna]] 07:34, 24 October 2008 (UTC)<br />
<br />
=== Other Stuff ===<br />
:I couldn't see too many crazy items being out there, and even if they were they would make everything else pointless I mean why use a rifle(thats 5 dam,60% hit,1.5ap/shot[2ap to shot 1 ap to load],search ammo= about 2dam/ap not counting searching ammo) or blowpipe (thats 4 dam,20% hit, 2ap/shot[I think you have to reload after every shot],search ammo=.8dam/ap!!! not counting search and even if they poison as the name implys they still suck) vs the heavy sword(5 dam,45% hit=2.25 dam/ap can you say "makes other items pointless) after citing the suggestion guidelines page in the urban dead wiki "just cause its really rare doesn't mean people won't find it". Now if you will excuse me I am going to make a suggestion on the item page to remove the heavy sword on the grounds that it makes the rifle, blowpipe and rifle skills absolutly useless(that ap you getting xp for those skills could have found you a uber sword of doom!) --[[User:Daylan|Daylan]] 23:20, 9 March 2006 (GMT)<br />
<br />
=== Breakage ===<br />
* Has anyone had a weapon besides the cutlass break while attacking with it? --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)<br />
<br />
** Sure, my machetes keep breaking. --[[User:Tycho44|Tycho44]] 04:21, 22 April 2006 (BST)<br />
<br />
=== Ideal Inventory? ===<br />
<br />
Just to throw out the question, what appears to be the ideal inventory for exploring the jungle?<br />
<br />
* 2 x Machete<br />
** Need 2 just in case the main one breaks mid-fight<br />
** If you're a Pirate, replace Machete with Cutlass<br />
* 1 x Sharpening stone<br />
** In case your machete blade becomes dull<br />
* 1 x Heavy Sword<br />
** If you can find one, since much better than Machete<br />
** No-one confirmed where these can be found yet, only 4 or 5 known to exist so far.<br />
* 7 x First Aid Kit<br />
** When combined with First Aid/Natural Medicine skill, 7 are enough to heal 70HP and bring you back from the point of dying to full health<br />
** Use Healing Herbs if native since Natural Medicine only seems to work with Herbs and not FAK.<br />
* GPS<br />
** So you don't get too lost, particularly if using Firefox + Greasemonkey scripts such as UBERmapper<br />
** If native, requires Outsider Knowledge skill.<br />
* As many Gold Coins as possible<br />
** They don't appear to use as much inventory space as everything else<br />
** You can use these to trade for extra supplies at camps<br />
* 3-4 x Rifle + many Rifle Bullets<br />
** If Soldier, can get skills to boost accuracy to 60% which may work better than machete<br />
** If native warrior, replace Rifle + Bullets with Blowpipe + Poison Darts, same reasoning<br />
** Multiple rifles/blowpipes mean you can avoid having to reload mid-fight<br />
** Each one can be loaded to allow extra ammunition to be carried since an empty rifle uses as much space as a loaded one.<br />
<br />
--[[User:Snarf|Snarf]] 09:12, 5 May 2006 (BST)<br />
<br />
:A rifle holding up to two bullets occupies the same space as two bullets, so simply replace all rifle bullets with fully loaded rifles. Since rifles' sole virtue is the initial barrage of bullets (damage/AP is inferior to ideal machete when factoring in reloads and searching for ammo), only bother carrying what one needs for killing the toughest possible enemy (a pirate with stamina) - about 15 rifles. The stones are unnecessary especially now that traders pay more for rare - that is, blunt - items; just use your spare blade. Carry a knife to write. That leaves about 35 slots open for FAKs or herbs, allowing one to stay out in the wilderness safely for very long periods of time, even if healing others along the way. --[[User:LouisB3|LouisB3]] 22:03, 30 May 2006 (BST)<br />
<br />
=== Gem ===<br />
I notice that the gem can be traded for three GPS units. Looking at the trade values for the two items ($1000 and $250, respectively), shouldn't it trade for four? If it trades for three, the trade value for the GPS unit is wrong. If it trades for four, then this page is wrong. Who should I believe? I'm so confused!--[[User:Wifey|Wifey]] 19:54, 15 May 2006 (BST)<br />
:No, trading downward in the Trading Post is not a free service -- you need to pay a markup cost of 1 unit. (Trading up is free, except for roundoff costs.) Read the text about the trader's markup costs (on the [[Trading]] page). When you want to '''buy''' a gem, you have to give up 4 GPS Units. When you want to '''sell''' a gem to buy GPS Units, offering a gem gives you 4-1 = 3 GPS Units, because the Trader has to make a profit. --[[User:Tycho44|Tycho44]] 21:09, 15 May 2006 (BST)<br />
:'''Note:''' If you sell the Gem for Poison Darts first, you'll get 100-1 = 99 Darts. If you have an extra Dart lying around, then 100 Darts can be used at 25-1 to buy 4 GPS Units! Check out the [[Talk:Trading]] page if you would like to see the actual trade transaction numbers, rather than having to work them out from prices. (Not speaking the trader's language makes trading very uneconomical.) --[[User:Tycho44|Tycho44]] 21:09, 15 May 2006 (BST)<br />
<br />
=== Charms and amulets ===<br />
How reliable are the stated effects? Have they been verified with some sort of a statistical procedure or are they based on casual observation and general "feeling"? If it's the latter I would prefer to see a question mark or something to show this. As it is now it seems as if they are a fact. --[[User:Oktavius|Oktavius]] 11:38, 5 January 2008 (UTC)<br />
:I would more or less take them as a fact, I did statistical research with a couple of characters and I don't believe it's just luck. You may delete them if you feel like.<br /><br />
:Also, why hasn't anyone bothered asking Simon about this yet?<br /><br />
:About what is 100% sure in the research - the Tiger Tooth Charm. I've broken my cutlass nearly 4-5 times more than the usual and had about twice as much critical hits. The Parrot charm, which I tested by searching for first aid kits in outsider medical huts. I'm at least 95% sure about the rest. --[[User:Baliame|Baliame]] 12:21, 5 January 2008 (UTC)<br />
<br />
::I don't want to delete them. In fact I am glad that you devoted time to figure out what they do. I was only saying that a wiki visitor should know if they can trust these results or view them as possibilities or untested theories. That said, I hope you did not reach your conclusions after only, say, 50 AP. Sometimes you can get a lucky or unlucky streak with the RNG, but it does not correspond with long term probabilities. <br />
::I think Simon is intentionally vague about them. --[[User:Oktavius|Oktavius]] 13:26, 5 January 2008 (UTC)<br />
<br />
== Inventory Limit ==<br />
<br />
I finally hit an inventory limit. ''You're carrying too much to be able to search. You need to drop or use something first.''<br />
4 x banana, 1 x blunt machete, 2 x bottle of beer, 5 x bottle of water, 1 x crab, 4 x first aid kit, 2 x gold coin, 4 x gourd of water, 1 x gps unit [-70.376,26.301], 7 x knife, 14 x machete, 1 x mango, 4 x piece of driftwood, 1 x poison dart, 5 x rifle bullet, 8 x rifle (2), 1 x sharpening stone<br />
At the minimimum this would mean an inventory size of 65 for a level 0 Soldier. If we are to assume that rifles take up 2 spaces, the size would be 73 (which is a weird number). This also presents an interesting situation where your greed for gold may very well impede your survival (if in fact a coin takes up 1 space). --[[User:Lint|Lint]] 19:12, 23 February 2006 (GMT)<br />
:The (2) next to the rifle means that it is loaded with two bullets --[[User:Dr. J|Dr. J]]<br />
::I know :P. I was just putting forth the possibility that firearms would count as 2 units of inventory space like in Urban Dead. --[[User:Lint|Lint]] 19:11, 26 February 2006 (GMT)<br />
:After some trial and error (and baseless assumptions), I think that rifles and blowpipes (whether fully, partially or not loaded) take up 2 units of space. If this is true, the maximum inventory space is 75. Though the number of items I had when I could no longer search varied from 67 to 68, by following this rule, the values always added to 75. It also appears that there is not a check set in place to make sure that you don't exceed this limit with a new item you find. I dropped a rifle and was able to perform two more searches. I found a knife and a loaded blowpipe, presumably putting me 1 unit of space over the maximum. If one were to find a bundle of darts or a box of bullets, they could have well over the inventory limit. I'm not sure how I came to the number 73 before, but I may have accidentally missed recording an item. --[[User:Lint|Lint]] 19:08, 2 March 2006 (GMT)<br />
:: Have we verified weather gold coins take up item spaces? My outsider can't drop his coins...--[[User:Grigoriy|Grigoriy]] 00:21, 3 March 2006 (GMT)<br />
:: I seem to be able to drop coins now, and they do not take up any inventory space. --[[User:Grigoriy|Grigoriy]] 03:36, 7 March 2006 (GMT)<br />
::: If that's the case, my recoded inventory sizes all come out to 71, I believe. --[[User:Lint|Lint]] 03:58, 7 March 2006 (GMT)<br />
:::: Same here. --[[User:Grigoriy|Grigoriy]] 02:38, 13 March 2006 (GMT)<br />
::::: The dust has cleared but Simon hasn't given us an (x/y) inventory indicator. Any chance of putting together a greasemonkey script to indicate current inventory? --[[User:Tycho44|Tycho44]] 19:20, 21 May 2006 (BST)<br />
::::::Such a script has now been written. See ''[[The Shartak Wiki:Community Portal#Greasemonkey scripts]]''. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:55, 30 May 2006 (BST)<br />
<br />
== Character class and search odds ==<br />
I be a crazy sea dog or does character class has an effect on search/find rates? --[[User:El Pirata Cofresi|El Pirata Cofresi]] 18:04, 19 March 2006 (GMT)<br />
:Maybe both. Yarrr! --[[User:Tycho44|Tycho44]] 19:20, 21 May 2006 (BST)<br />
<br />
== Style Guidelines ==<br />
<br />
* Removed AP costs from the item information. Unless it costs more than 1 AP to use an item, it probably isn't noteworthy. --[[User:Lint|Lint]] 01:34, 17 February 2006 (GMT)<br />
<br />
* Proposal to remove the names of classes that start with a specific item. This information is already available on the Character Classes page. --[[User:Lint|Lint]] 21:12, 19 February 2006 (GMT)<br />
<br />
* Removing the lists of what gold coins and gems are worth; belongs in [[Trade]]. --[[User:LouisB3|LouisB3]] 19:29, 19 May 2006 (BST)<br />
<br />
==Splitting this page up?==<br />
Since linking directly to items does not work, and since this page is fairly long anyway, maybe it should be split into 4 pages? One for each of the four sections (ranged weapons, non-ranged weapons, healing, miscellaneous). That way if someone searches for "first aid kit" in the search box on the left of the page, they would end up on a page where they would instantly see the entry on First aid kit within the larger group of healing items, rather than this very long page. In principle I dont like theis idea myself, but it would seem to work better. [[User:Arminius|Arminius]] 01:36, 18 May 2006 (BST)<br />
:Sure, although the page names are worth some effort to get right. Perhaps just "Weapons", "Healing Items", and "Other Items"? Ranged Weapons and Melee Weapons would also work, although Ranged Weapons is just Rifle+Bullet & Blowpipe+Dart at the moment, whereas Healing presumably includes Mangos, Bananas, Beer, Rum, Tasty Berries, FAKs, Herbs, Water, and even Poisonberries. Another possibility is to give each item its own page, so that the Items page limits itself to a sentence or two of crucial info. (The "Locations" page also needs this type of meta-attention.) --[[User:Tycho44|Tycho44]] 02:03, 18 May 2006 (BST)<br />
::Those three pages - "Weapons", "Healing Items", and "Other Items" - sound like they'll get the job done. I'm not completely sold on splitting up the Ranged and Melee Weapons, but that can work as well. --[[User:Lint|Lint]] 02:38, 18 May 2006 (BST)<br />
<br />
Another option is to combine items like Knife/Dagger and simply adding a note for the differences between the items (mostly locations), since they're nearly identical. --[[User:LouisB3|LouisB3]] 19:27, 19 May 2006 (BST)<br />
:I'd say not to combine them, since supposedly paired items have some quirky unlinkings already. For example, the Outsider Medical Hut has first aid kits and knives, while the Native Medical Hut has healing herbs and ... knives. Daggers appear to be are reserved for some future sacrificial altar usage. --[[User:Tycho44|Tycho44]] 19:23, 21 May 2006 (BST)<br />
<br />
Anyone up to the task? Or is there more discussion necessary? :) --[[User:Lint|Lint]] 17:18, 22 May 2006 (BST)<br />
:I may do it soon. I recommend moving some of the page to ''Weapons'', some to ''Healing items'', and some to ''Miscellaneous items'' (note the lowercase; I like Wikipedia's capitalization standards, if you haven't noticed). [[Items]] could then be moved to ''Item'' (since it wouldn't be a list any more) and become a brief description of inventory size and search odds, pointing users to the three "items" pages. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:36, 25 May 2006 (BST)<br />
<br />
<br />
<br />
== Tiger Tooth Amulet ==<br />
<br />
Has anybody been able to confirm that these do anything or for that matter any other amulets? Are they sort of random loot like a gem? --[[User:Icommunsim|Icommunsim]] 17:20, 25 June 2006 (UTC)<br />
<br />
The tiger tooth amulet can also be found in the armory ruins east of Durham. [[User:Black Joe|Black Joe]] 11:06 10/23/06<br />
<br />
My pirate has a couple of amulets and seems to get a higher hit rate than my other characters - I can quite reliably hunt down a pirate PKer and finish them with a cutlass, something my native with his machete often struggles to do. --[[User:Gitboy|Less Than Lethal]] 17:07, 23 October 2006 (UTC)<br />
<br />
== Blunt knives. ==<br />
<br />
My explorer was searching an outsider Medical hut. He has melee skills, but not bodybuilding. Anyway, near the end of my AP rope, I ended up with two blunt machetes and, surprisingly, a blunt knife. I checked and it showed that the damage was 1, the same as a standard knife. I clicked on my sharpening stone, and sharpened both machetes. Then, I clicked the stone again. It said "You sharpen your dagger," and stacked it as a knife with my others. Why has this not been reported on the list? -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:34, 3 January 2007 (UTC)<br />
::Typical. Regarding "You sharpen your dagger" - I checked, and rechecked, and still got the dagger/knife sharpening messages round the wrong way. Fixed. --[[User:Simon|Simon]] 23:32, 4 January 2007 (UTC)<br />
<br />
Blunt daggers have recently begun appearing in native med huts. I think they're new to the game.--[[User:Black Joe|Black Joe]] 05:48, 4 January 2007 (UTC)<br />
<br />
They don't serve any purpose, though. There's no change in stats. All that might change would be trading value. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 17:11, 15 January 2007 (UTC)<br />
<br />
:If I got it right, you can't use them to write stuff on huts/trees/signs. --[[User:Simon|Simon]] 08:18, 16 January 2007 (UTC)<br />
<br />
== Shovels ==<br />
<br />
Well, with the new skill 'Digging' we can dig holes. But to dig any further, we need shovels. Any idea where we can find these? [[User:Ninjoc|Ninjoc]] 17:33, 8 March 2007 (UTC)<br />
:Trade. That's how I first learned of shovels. Where can you find them? I have no idea. [[User:Axeman89|Axeman89]] 03:35, 9 March 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandboxspace&diff=18917User:Big Kahuuna/Sandboxspace2008-10-14T13:21:27Z<p>Big Kahuuna: Table experiment. (haha, you're not supposed to be able to have image backgrounds)</p>
<hr />
<div><noinclude><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The Big K Sandbox-Space</div><br />
<br />
{| width="70%" cellspacing="0" cellpadding="5" align="center"<br />
| width="5%" style= "background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandbox|Back]] ''' </span><br />
| width="15%" style="border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' Sandbox 1 ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox2|Sandbox 2]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox3|Sandbox 3]] ''' </span><br />
|}</noinclude><br />
<br />
{| style="width:100%; height:100%; background:purple" border="0" align="center"<br />
|- style="height:100px" align="center"<br />
| style="width:10%" |[[Image:Necromancer_Skull2.JPG|60px]]<br />
|style="width:80%" |<span style="color:white;font-size:40px;">The Necromancer's Guild</span><br />
|style="width:10%" |3<br />
|- style="height:500px"<br />
|align="center" |__TOC__<br />
|bgcolor="black" align="center"|<br />
<br />
<div style="height: 500px; width:100%; border: thin solid black; overflow:scroll; text-align: center;"><br />
<div style="position: relative">[[Image:Necromancer_Skull2.JPG|600px]]<br />
<div style="position: absolute; left: 1; top: 30px"><br />
<br />
<font color="white"><br />
<br />
== '''Our Pitch''' ==<br />
<br />
Are you a lost soul who is carelessly cast out of every village by those unrelenting exorcists? Perhaps you’re a shaman craving forbidden power and ultimate riches, or a researcher aspiring to uncover the secrets behind Shartak's many amulets? Maybe you’re simply a mortal pursuing the secret of lichdom, life beyond death? <br />
<br />
Then join us in our quest. We are not the black mages we are painted to be! Certainly our arts may involve using spirits to harm the living but we do patch them up afterwards.. <br />
<br />
Our knowledge of the spirit world is second to none. We tirelessly work at the fore-front of island research in all areas relating to the undead, amulets and shaman abilities. <br />
<br />
..And let’s face it, a group of spirit allies can raise hell when you’re planning a town raid.<br />
<br />
'''Should you wish to join us feel free, membership is open and we welcome those from all walks of life, outsiders and natives. The guild is also available to hire - should you require a spiritual assault, simply contact us on the forum.'''<br />
<br />
<br />
<br />
<br />
== '''Definitions''' ==<br />
<br />
* The Necromancers Guild includes an elite fighting force known as the '''Death Knights'''. They are responsible for fulfilling contracts or bounties and slaying those on the guild’s KOS list. The Death Knights only target those on the KOS list or those personally requested by Etherdrifter and will always state that it is a guild-requested execution. Anything else is personal and responsibilty lies between the Knight and his victim. Not the guild. They are led by the Chief Death Knight, who assigns targets and ensures the KOS list is kept up-to-date. <br />
<br />
* The '''Ferryman''' or '''Ferrywoman''' plays an important role in the guild. He or she helps others to journey from the Land of the Living, to the Land of the Dead. Essentially, this is done by striking them down but only those who wish to become spirits for reasons of their own choosing. They must verbalise their request. Remember, this is a service that the Ferryman performs for the guild, so remember to thank them - don’t stab them!<br />
<br />
* '''Guild Diplomats''' are those who find words come easily to them. They can express the intentions and beliefs of the guild and as so, are able to speak for the guild when the need arises.<br />
<br />
* '''War Veterans''' are highly respected in the guild. They fought alongside the Guild Master and defended the guild policies, during the times of war. As such, they maintain higher positions within the guild.<br />
<br />
<br />
== '''The Wars''' ==<br />
<br />
The Necromancer War, referred to here as ('''NW'''), began during January 2008. A brief summary will be given purely as a record, but there is a more in-depth analysis [http://wiki.shartak.com/index.php/Wiksik_PKers/War_Against_The_Necromancers here]. <br />
There is also a full record collected by [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. <br />
<br />
“January saw Wiksik in the grip of war. Wiksik villagers, led by {{profile|13082 |Black Fang}} (later known as the Grand Tyrant of Wiksik) turned on the Necromancers Guild. The reason for this was a Necromancer murdering Black Fang for slaughtering an outsider within Wiksik territory. Despite the guild pointing out that this was not a result of guild policy, but the actions of a lone guild member, this led to the villagers and shaman of Wiksik declaring war upon the guild. The main argument they had with the guild was the Guild Policy of killing natives who practiced exorcism in the Medical hut (renamed the Spirit hut by Necromancers) in opposition to the Necromancers' beliefs. The War lasted approximately 11 days, before the guild apologised and agreed to edit some policies.”<br />
<br />
<br />
The second war involving the guild took place during February 2008 and was fought against the Stamp Out Shamanism clan led by <br />
<br />
{{profile|11429 |Um Bongo}}. This is here referred to as ('''SOSW'''). Once again Big Kahuuna performed a large service to the guild by keeping records of the events [http://wiki.shartak.com/index.php/User:Big_Kahuuna/Sandbox/spirithut_feud here]. <br />
“SOS were against the Necromancers Guild’s use of spirits in the Medical hut and took issue with the guild. Their guild members began to repeatedly attack several of our own without provocation. Etherdrifter eventually declared war on the SOS guild. He was aided in the war by several key guild members - Ziggyirked, Bruce Lee, Cheesesteak and AliceBeth slaughtered the SOS members at every chance. They themselves were also cut down many times. Bhaal and Vortex healed the wounded and fought for peace through diplomacy. Stamp Out Shamanism eventually degenerated to a feeble parody of the guild, named the Necrophiliacs Guild, when some members of SOS became disillusioned with their guild and left. The Necrophiliacs Guild included notable members such as Um Bongo, {{profile|13175 |Shining Willies}}, <br />
<br />
{{profile|13906 |Hugh Jorgan}}, {{profile|14112 |Mike Oldfield}}, {{profile|4099 |Pianoman}}, and the truly pathetic {{profile|14252 |Ethernoobster}}, who were all rewarded with a stint on the KOS list. Some names have since been removed but Um Bongo has been given a permanent KOS status. Eventually, they all buggered off and Um Bongo left for York.<br />
<br />
== '''Guild Members.''' ==<br />
<br />
<br />
'''Guild Master''' - {{profile|9922|Etherdrifter}}<br />
<br />
'''War Veterans -'''<br />
<br />
{{profile|10352 |Big Kahuuna}} kept records of the war and is considered a Guild Elder. He is the keeper. ('''NW & SOSW''')<br />
<br />
{{profile|2925 |Ziggyirked}} is the Guild’s Wiksik Ferrywoman. ('''NW & SOSW''')<br />
<br />
{{profile|12991 |Cheesesteak}} is the Chief Death Knight. ('''NW & SOSW''')<br />
<br />
{{profile|12867 |Vortex}} is the Head of Research. ('''NW & SOSW''')<br />
<br />
{{profile|7988 |Bhaal}} is a Guild Diplomat. ('''NW & SOSW''')<br />
<br />
{{profile|11933 |Bruce Lee}} ('''NW & SOSW''')<br />
<br />
{{profile|13248 |AliceBeth}} - the daughter of {{profile|9922 |Etherdrifter}}, a Guild Diplomat and a Death Knight in service of the guild. ('''SOSW''')<br />
<br />
{{profile|12660 |Tracer}} allied with the guild early on when others were against us and aided guild members with healing. ('''SOSW''')<br />
<br />
{{profile|13854 |Monopod}} is a Death Knight ('''SOSW''')<br />
<br />
{{profile|11526 |Goodaids}} is a healer within the guild. ('''SOSW''')<br />
<br />
<br />
'''Other active members -''' <br />
<br />
{{profile|16070 |Ash}} is a Ferryman within the guild.<br />
<br />
{{profile|15021 |SilyLilyPily}} is a Guild Researcher and Personal Aid to Etherdrifter.<br />
<br />
{{profile|6193 |Otacon}} is a Death Knight<br />
<br />
{{profile|1129 |nineless}} is Death Knight<br />
<br />
{{profile|16269 |Diwen}} is Death Knight<br />
<br />
{{profile|13449 |hawkeye099}} is an apprentice to the guild.<br />
<br />
{{profile|12501 |Trapper}} is apprentice to the guild.<br />
<br />
{{profile|13266 |Halcogeth}} is an apprentice to the guild.<br />
<br />
{{profile|14679 |Witch of Endor}} is an apprentice to the guild.<br />
<br />
{{profile|12819 |vikiki}} is an apprentice to the guild.<br />
<br />
{{profile|12540 |Drifting Ether}} is an apprentice to the guild.<br />
<br />
{{profile|9232 |animejunkie01}} is an apprentice to the guild.<br />
<br />
<br />
'''Idle members -'''<br />
<br />
{{profile|1554 |Escariot}}<br />
<br />
{{profile|6199 |dar07}}<br />
<br />
{{profile|6206 |Keiichi}}<br />
<br />
{{profile|6327 |Ajent ghost}}<br />
<br />
{{profile|8145 |Shadow Soul}}<br />
<br />
{{profile|9762 |Eric}}<br />
<br />
{{profile|10860 |Lubat}} is a Death Knight.<br />
<br />
{{profile|11316 |Squatch}}<br />
<br />
{{profile|12513 |deathtothenormals}}<br />
<br />
{{profile|13446 |Psycho Darko}}<br />
<br />
{{profile|13922 |TallDarkugly}}<br />
<br />
{{profile|13956 |dragontamer56}}<br />
<br />
{{profile|14755 |UberDrag}}<br />
<br />
{{profile|14069 |Heros Grave}}<br />
<br />
{{profile|14210 |Mindrender}}<br />
<br />
{{profile|14371 |runemasteryx}}<br />
<br />
{{profile|15222 |Eowhyn}}<br />
<br />
{{profile|15411 |Clesalir}}<br />
<br />
== '''Guild Law''' ==<br />
<br />
These are the laws of our guild, their penalties vary according to the crime. Punishments are harsh but fair, there is warning before any serious action is taken and every death sentence will be accompanied by a reason. Laws are only applicable in Wiksik and Spirit huts at the moment. There are specific laws for each branch. <br />
<br />
<br />
'''The laws concerning sacred Spirit Huts: '''<br />
<br />
* To exorcise from this hut carries with it a death sentence, no more no less. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. <br />
* To kill a guild member in this hut (outsider or native) carries a death sentence, a single death for a single death. Repeat offences (3 or more) will result in a month long KOS being placed on the offender's head. <br />
* Murder by Wailing is permitted in the hut, it is a risk you take in its use. Attempts to take revenge for a wail related Spirit hut death will be considered as murder within the hut and punished accordingly. <br />
* Murder by Malevolence is not permitted, the penalty is applied to the invoker and not the spirit. <br />
<br />
<br />
'''The laws concerning Wiksik: '''<br />
<br />
* Invocation for the purpose of Exorcism is forbidden if the spirit invoked was residing in the spirit hut during the time of Invocation. For a first offence a verbal warning is given. If a further offence is committed after receiving the warning, a death penalty is applied for each invoke (of a spirit from the hut) and exorcism (of said spirit from the hut). This crime will never result in a KOS unless there are extreme circumstances. <br />
* Murder of a guild member is frowned upon by the guild. However, if the guild member was committing a crime then there will be no retribution (I.e. if a guild member murders you, you have every right to kill them in return). If the guild member is peaceful and is not violating any law it will be treated similar to a murder within the Spirit Hut and punished accordingly. It is sadly notable that outsider guild members are not protected by this law much to the guild's regret. In these cases however the guild will not consider it a crime for the guild member to take vengeance against his/her killer. <br />
* Assault of a guild member is not punished unless the guild member in question is killed later on as a direct result of the assault. Wailing is not constituted as assault. <br />
* Malevolence in the Medical Hut that results in the death of a guild member is punishable by guild law by the guild. Malevolence in the Medical Hut that results in the death of a non-guild member is punishable but not by the guild. <br />
* Wailing that results in death is not punishable by the guild.<br />
<br />
<br />
<br />
'''Guild policy regarding Outsiders:'''<br />
<br />
The Necromancers guild will not attack outsiders in Wiksik, but nor will we defend them. <br />
Specifically: <br />
* Hostile outsiders (targeting Wiksik or the guild), such as those on the KOS list, will be attacked. <br />
* Harmless outsiders, such as traders, will not be attacked but should state their intentions. <br />
* Guild member outsiders, unfortunately, are only protected by the guild in the walls of the Spirit hut. This is the only Sanctuary for them in Wiksik. (This only applies to members of the Necromancers Guild and only if they are not grieving natives.) <br />
* Outsiders in foreign towns - e.g. York - or at the Shipwreck are fair game for raids and attacks. <br />
<br />
<br />
== '''Guild History''' - Events that affected the guild. ==<br />
<br />
'''The Beginning.''' December 2007.<br />
<br />
Founded in late 2007 the Necromancers Guild quickly rose to power in the village of Wiksik. With their grasp of the Spirit World and their swift bargaining they took control of the local medical hut and renamed it the Spirit Hut. With the founding of the guild, shaman and spirit alike flocked to the previously quiet village of Wiksik and thus a new age was born. <br />
<br />
<br />
'''The First War.''' January 2008.<br />
<br />
The Necromancers War began. (See the First War section for details.)<br />
<br />
<br />
'''The Second War.''' February 2008.<br />
<br />
The war with the SOS guild began. (See the Second War section for details.)<br />
<br />
<br />
'''Alliance with the KOS.''' June 2008.<br />
<br />
The Necromancers Guild allied with the Kingdom of Skulls during June 2008. Etherdrifter accepted the position of Royal Magician, agreeing to ally with the Kingdom for mutual benefit and several guild members joined the other clan.<br />
<br />
<br />
'''Black Fang passes on. '''October 2008.<br />
<br />
After the loss of Black Fang, Etherdrifter weaved powerful magics to seal the KOS Throne room. This was done partly in tribute to the Grand Tyrant, but also to force the new KOS leader, {{profile|10965 |Anthor}} to prove his worth. If Anthor failed to complete a quest set by the Gods, the Throne room would remain sealed forever.<br />
<br />
<br />
== '''Spirit Hut''' ==<br />
<br />
The Spirit hut is a sacred guild hut, where Necromancer law rules. It is a place of knowledge and marked by the passing of the dead. Spirits and guild members have free rein in this hut and expect to exist in peace. Exorcising a spirit from there is punishable by death.<br />
<br />
Currently the only official Spirit hut is in [[Wiksik]].<br />
<br />
<br />
== '''Wanted:''' ==<br />
<br />
There are several positions currently available in the guild:<br />
<br />
* '''Trader.'''<br />
There is an opportunity for an Island trader to make some money with the guild. We require lots of amulets, especially silver skull crosses. This would be a regular contract, not a one off. We can also supply healing herbs as required. For more information, sign up at the forum or contact Etherdrifter in-game.<br />
<br />
<br />
* '''Death Knights.'''<br />
There are currently several Death Knight positions open in the guild. Requirements include being a member of the Necromancers Guild and having several attack skills. The ability to track people is preferable as is outsider knowledge for use of GPS units, but neither are necessary. See the Death Knight definition to find out what work is entailed. For more information, sign up at the forum or contact {{profile|9922|Etherdrifter}} or {{profile|12991 |Cheesesteak}} in-game.<br />
<br />
<br />
== '''The current KOS list:''' ==<br />
<br />
'''Permanent KOS:'''<br />
* {{profile|11429 |Um Bongo}}<br />
<br />
<br />
'''High Priority:'''<br />
'''For the repeated murder of guild members:'''<br />
* {{profile|15055 |Slaughterhouse}}<br />
* {{profile|16214 |Fat Bastard}}<br />
* {{profile|12130 |De La Coiffe}}<br />
* {{profile|14906 |NumberZero}}<br />
* {{profile|15865 |Narktan}}<br />
* {{profile|15968 |Dehzuman}}<br />
* {{profile|14813 |Not Blue Hummingbird}}<br />
<br />
<br />
'''For continuing to exorcise guild members:'''<br />
* {{profile|8283 |Isid}}<br />
<br />
<br />
For more information or to submit a request for KOS status, see {{profile|12991 |Cheesesteak}}, on the forum or in game. <br />
<br />
<br />
== '''Forum''' ==<br />
The Necromancers Guild has its own [http://etherdrifter.proboards67.com/index.cgi? forum]. If you wish to contact a guild member (out of character) then it’s best to sign up there and send them a message or leave a post.<br />
<br />
<br />
<br />
<br />
</font><br />
<br />
<br />
<br />
</div><br />
</div><br />
<br />
</div><br />
|align="center" |6<br />
|- style="height:100px" align="center"<br />
|7<br />
|[[Image:Wiksiktribe-clanlogo.jpg]]<br />
|9<br />
|}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox2&diff=18916User:Big Kahuuna/Sandbox22008-10-14T13:13:14Z<p>Big Kahuuna: ...</p>
<hr />
<div><noinclude><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The Big K Sandbox-Space</div><br />
<br />
{| width="70%" cellspacing="0" cellpadding="5" align="center"<br />
| width="5%" style= "background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandbox|Back]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandboxspace|Sandbox 1]] ''' </span><br />
| width="15%" style="border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' Sandbox 2 ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox3|Sandbox 3]] ''' </span><br />
|}</noinclude><br />
<br />
{|align="center"<br />
|- <br />
|{{user:Big_Kahuuna/Clanbox_center|<br />
clan_name=The Clanpage of: The Necromancers Guild|<br />
official_id=232|<br />
open_to=everyone|<br />
clan_image=[[Image:Necromancer_Skull2.JPG|300px]]|<br />
clan_leaders={{profile|9922|Etherdrifter}}|<br />
clan_membership=21 active 21 inactive|<br />
clan_recruit=Any who seek power through death or the dead.|<br />
clan_goals=To coexist with our spirit kin.|<br />
clan_contact=[http://etherdrifter.proboards67.com/index.cgi? The forum] or in-game.|<br />
sort_as=|<br />
active=yes|<br />
}}<br />
|-<br />
|}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Clanbox_center&diff=18915User:Big Kahuuna/Clanbox center2008-10-14T12:27:59Z<p>Big Kahuuna: .</p>
<hr />
<div><includeonly><br />
{| align="center" style="border: solid 1px #ccc; background-color: #f9f9f9; border-collapse: collapse; font-size: 95%; margin: 0 0 .5em .5em; width: 300px"<br />
|colspan="2" style="background-color: #8b8; font-size: large; padding: 5px; text-align: center"| '''{{{clan_name|&nbsp;}}}'''|||<br />
|-style="background-color: #ffffff; text-align: center;"<br />
|colspan="2"|{{{clan_image}}}|||<br />
|-style="background-color: #c3ddc3; text-align: center;"<br />
|colspan="2"|[http://www.shartak.com/clanview.cgi?id={{{official_id}}} In-game page]<br />
|-style="vertical-align: top; width: 120px"<br />
|'''Leadership:'''||{{{clan_leaders|}}}<br />
|-style="background-color: #f2f2f2; vertical-align: top"<br />
|'''Members:'''||{{{clan_membership|}}}<br />
|-style="vertical-align: top"<br />
|'''Goals:'''||{{{clan_goals|}}}<br />
|-style="background-color: #f2f2f2; vertical-align: top"<br />
|'''Recruitment policy:'''||{{{clan_recruit|}}}<br />
|-style="vertical-align: top"<br />
|'''Contact:'''||{{{clan_contact|}}}<br />
|}<br />
{{#ifeq:{{{active|}}}|no|{{#ifeq:{{{sort_as|}}}||[[Category:Inactive clans]]|[[Category:Inactive clans|{{{sort_as}}}]]}}|{{#ifeq:{{{sort_as|}}}||[[Category:Clans]]|[[Category:Clans|{{{sort_as}}}]]}}{{#ifeq:{{{open_to|}}}|||{{#ifeq:{{{sort_as|}}}||[[Category:Clans for {{{open_to}}}]]|[[Category:Clans for {{{open_to}}}|{{{sort_as}}}]]}}}}{{#ifeq:{{{official_id|}}}|||{{#ifeq:{{{sort_as|}}}||[[Category:Officially recognized clans]]|[[Category:Officially recognized clans|{{{sort_as}}}]]}}}}}}</includeonly></div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Clanbox_center&diff=18914User:Big Kahuuna/Clanbox center2008-10-14T12:25:16Z<p>Big Kahuuna: </p>
<hr />
<div><includeonly><br />
{| cellpadding="4" cellspacing="0" align="center" style="border: solid 1px #ccc; background-color: #f9f9f9; border-collapse: collapse; font-size: 95%; margin: 0 0 .5em .5em; width: 300px"<br />
|colspan="2" style="background-color: #8b8; font-size: large; padding: 5px; text-align: center"| '''{{{clan_name|&nbsp;}}}'''|||<br />
|-style="background-color: #ffffff; text-align: center;"<br />
|colspan="2"|{{{clan_image}}}|||<br />
|-style="background-color: #c3ddc3; text-align: center;"<br />
|colspan="2"|[http://www.shartak.com/clanview.cgi?id={{{official_id}}} In-game page]<br />
|-style="vertical-align: top; width: 120px"<br />
|'''Leadership:'''||{{{clan_leaders|}}}<br />
|-style="background-color: #f2f2f2; vertical-align: top"<br />
|'''Members:'''||{{{clan_membership|}}}<br />
|-style="vertical-align: top"<br />
|'''Goals:'''||{{{clan_goals|}}}<br />
|-style="background-color: #f2f2f2; vertical-align: top"<br />
|'''Recruitment policy:'''||{{{clan_recruit|}}}<br />
|-style="vertical-align: top"<br />
|'''Contact:'''||{{{clan_contact|}}}<br />
|}<br />
{{#ifeq:{{{active|}}}|no|{{#ifeq:{{{sort_as|}}}||[[Category:Inactive clans]]|[[Category:Inactive clans|{{{sort_as}}}]]}}|{{#ifeq:{{{sort_as|}}}||[[Category:Clans]]|[[Category:Clans|{{{sort_as}}}]]}}{{#ifeq:{{{open_to|}}}|||{{#ifeq:{{{sort_as|}}}||[[Category:Clans for {{{open_to}}}]]|[[Category:Clans for {{{open_to}}}|{{{sort_as}}}]]}}}}{{#ifeq:{{{official_id|}}}|||{{#ifeq:{{{sort_as|}}}||[[Category:Officially recognized clans]]|[[Category:Officially recognized clans|{{{sort_as}}}]]}}}}}}</includeonly></div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Clanbox_center&diff=18913User:Big Kahuuna/Clanbox center2008-10-14T12:22:47Z<p>Big Kahuuna: Centered Clanbox</p>
<hr />
<div><includeonly><br />
{| cellpadding="4" cellspacing="0" style="border: solid 1px #ccc; background-color: #f9f9f9; border-collapse: collapse; float: center; font-size: 95%; margin: 0 0 .5em .5em; width: 300px"<br />
|colspan="2" style="background-color: #8b8; font-size: large; padding: 5px; text-align: center"| '''{{{clan_name|&nbsp;}}}'''|||<br />
|-style="background-color: #ffffff; text-align: center;"<br />
|colspan="2"|{{{clan_image}}}|||<br />
|-style="background-color: #c3ddc3; text-align: center;"<br />
|colspan="2"|[http://www.shartak.com/clanview.cgi?id={{{official_id}}} In-game page]<br />
|-style="vertical-align: top; width: 120px"<br />
|'''Leadership:'''||{{{clan_leaders|}}}<br />
|-style="background-color: #f2f2f2; vertical-align: top"<br />
|'''Members:'''||{{{clan_membership|}}}<br />
|-style="vertical-align: top"<br />
|'''Goals:'''||{{{clan_goals|}}}<br />
|-style="background-color: #f2f2f2; vertical-align: top"<br />
|'''Recruitment policy:'''||{{{clan_recruit|}}}<br />
|-style="vertical-align: top"<br />
|'''Contact:'''||{{{clan_contact|}}}<br />
|}<br />
{{#ifeq:{{{active|}}}|no|{{#ifeq:{{{sort_as|}}}||[[Category:Inactive clans]]|[[Category:Inactive clans|{{{sort_as}}}]]}}|{{#ifeq:{{{sort_as|}}}||[[Category:Clans]]|[[Category:Clans|{{{sort_as}}}]]}}{{#ifeq:{{{open_to|}}}|||{{#ifeq:{{{sort_as|}}}||[[Category:Clans for {{{open_to}}}]]|[[Category:Clans for {{{open_to}}}|{{{sort_as}}}]]}}}}{{#ifeq:{{{official_id|}}}|||{{#ifeq:{{{sort_as|}}}||[[Category:Officially recognized clans]]|[[Category:Officially recognized clans|{{{sort_as}}}]]}}}}}}</includeonly></div>Big Kahuunahttps://wiki.shartak.com/index.php?title=The_Wiksik_Tribe&diff=18911The Wiksik Tribe2008-10-14T11:41:33Z<p>Big Kahuuna: fixed clanbox</p>
<hr />
<div><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The Wiksik Tribe</div><br />
{{:The_Wiksik_Tribe/TabHead}}<br />
{{:The_Wiksik_Tribe/Tab1|Main}}<br />
{{:The_Wiksik_Tribe/Tab0|[[Talk:The_Wiksik_Tribe|Contact]]}}<br />
{{:The_Wiksik_Tribe/Tab0|[[The_Wiksik_Tribe/info|About]]}}<br />
{{:The_Wiksik_Tribe/Tab0|[[The_Wiksik_Tribe/members|Members]]}}<br />
<br />
|-<br />
| valign="top" colspan=7 style="border-left:3px solid #7BA05B; border-bottom:3px solid #7BA05B;"| <br />
<br />
<br><br />
<center>[[Image:WTHeader.jpg]]</center><br><br />
<br />
----<br />
__NOTOC__<br />
__NOEDITSECTION__<br />
=<center>Under Construction!</center>=<br />
<br />
===Recent Changes===<br />
*I'm back from a leave of absence. The work on the Wiksik Tribe's wikipage is resumed. --[[User:Big Kahuuna|Big Kahuuna]] 12:20, 17 December 2007 (UTC)<br />
<br />
<br />
| style="background:#ACE1AF; border-right:3px solid #7BA05B; border-bottom:3px solid #7BA05B;" valign="top" width="25%"|<br />
{{Clanbox_test|<br />
<br />
clan_name=The Clanpage of:|<br />
official_id=230|<br />
open_to=natives|<br />
clan_image=[[Image:Wiksiktribe-clanlogo.jpg]]|<br />
clan_leaders=The Village Council|<br />
clan_membership=3|<br />
clan_goals=To make [[Wiksik]] a living village.|<br />
clan_recruit=All born of [[Wiksik]] are welcome.|<br />
clan_contact=[http://thewiksiktribe.proboards101.com/ The Wiksik Tribe's Forum]|<br />
sort_as=w|<br />
active=yes|<br />
}}<br />
<br />
<br />
<br />
|}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox3&diff=18910User:Big Kahuuna/Sandbox32008-10-14T11:30:32Z<p>Big Kahuuna: .</p>
<hr />
<div><noinclude><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The Big K Sandbox-Space</div><br />
<br />
{| width="70%" cellspacing="0" cellpadding="5" align="center"<br />
| width="5%" style= "background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandbox|Back]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandboxspace|Sandbox 1]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox2|Sandbox 2]] ''' </span><br />
| width="15%" style="border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' Sandbox 3 ''' </span><br />
|}</noinclude><br />
<br />
<br />
<br />
{| width="70%" align=center style="text-align:center; border:solid 2px #8888be; background:#e2e2f9; -moz-border-radius:6px;" class="wikitable sortable" align="center"<br />
|+ Members Of [[NG|The Necromancer's Guild]]<br />
! Rank !! Name !! Level !! Class !! Weapon of Choice !! Living/spirit/switch !! Occupation !! Wiki Userpage <br />
|-<br />
| Deathknight || [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] || 19 || [[Shaman|Shaman]] || Healing Herbs || Living || Healer || [[User:Big_Kahuuna|Wiki Userpage]] ||<br />
|-<br />
| ''unknown'' || ''unknown'' || 01 || ''unknown'' || ''N/A'' || ''unknown'' || ''unknown'' || ''N/A'' ||<br />
|-<br />
| #insert rank# || #Insert name# || #Insert level# || #Insert Class# || #Insert WOC#) || #Insert Occupation# || #Insert lifestatus# || #Insert userpage link# ||<br />
|}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox3&diff=18909User:Big Kahuuna/Sandbox32008-10-14T11:29:58Z<p>Big Kahuuna: </p>
<hr />
<div><noinclude><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The Big K Sandbox-Space</div><br />
<br />
{| width="70%" cellspacing="0" cellpadding="5" align="center"<br />
| width="5%" style= "background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandbox|Back]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandboxspace|Sandbox 1]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox2|Sandbox 2]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox3|Sandbox 3]] ''' </span><br />
|}</noinclude><br />
<br />
<br />
<br />
{| width="70%" align=center style="text-align:center; border:solid 2px #8888be; background:#e2e2f9; -moz-border-radius:6px;" class="wikitable sortable" align="center"<br />
|+ Members Of [[NG|The Necromancer's Guild]]<br />
! Rank !! Name !! Level !! Class !! Weapon of Choice !! Living/spirit/switch !! Occupation !! Wiki Userpage <br />
|-<br />
| Deathknight || [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] || 19 || [[Shaman|Shaman]] || Healing Herbs || Living || Healer || [[User:Big_Kahuuna|Wiki Userpage]] ||<br />
|-<br />
| ''unknown'' || ''unknown'' || 01 || ''unknown'' || ''N/A'' || ''unknown'' || ''unknown'' || ''N/A'' ||<br />
|-<br />
| #insert rank# || #Insert name# || #Insert level# || #Insert Class# || #Insert WOC#) || #Insert Occupation# || #Insert lifestatus# || #Insert userpage link# ||<br />
|}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox3&diff=18908User:Big Kahuuna/Sandbox32008-10-14T11:29:27Z<p>Big Kahuuna: fix</p>
<hr />
<div><noinclude><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The Big K Sandbox-Space</div><br />
<br />
{| width="70%" cellspacing="0" cellpadding="5" align="center"<br />
| width="5%" style= "background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandbox|Back]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandboxspace|Sandbox 1]] ''' </span><br />
| width="15%" style="border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' Sandbox 2 ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox3|Sandbox 3]] ''' </span><br />
|}</noinclude><br />
<br />
<br />
<br />
{| width="70%" align=center style="text-align:center; border:solid 2px #8888be; background:#e2e2f9; -moz-border-radius:6px;" class="wikitable sortable" align="center"<br />
|+ Members Of [[NG|The Necromancer's Guild]]<br />
! Rank !! Name !! Level !! Class !! Weapon of Choice !! Living/spirit/switch !! Occupation !! Wiki Userpage <br />
|-<br />
| Deathknight || [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] || 19 || [[Shaman|Shaman]] || Healing Herbs || Living || Healer || [[User:Big_Kahuuna|Wiki Userpage]] ||<br />
|-<br />
| ''unknown'' || ''unknown'' || 01 || ''unknown'' || ''N/A'' || ''unknown'' || ''unknown'' || ''N/A'' ||<br />
|-<br />
| #insert rank# || #Insert name# || #Insert level# || #Insert Class# || #Insert WOC#) || #Insert Occupation# || #Insert lifestatus# || #Insert userpage link# ||<br />
|}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox3&diff=18907User:Big Kahuuna/Sandbox32008-10-14T11:24:54Z<p>Big Kahuuna: memberlisting</p>
<hr />
<div><noinclude><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The Big K Sandbox-Space</div><br />
<br />
{| width="50%" cellspacing="0" cellpadding="5" align="center"<br />
| width="5%" style= "background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandbox|Back]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandboxspace|Sandbox 1]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox2|Sandbox 2]] ''' </span><br />
| width="15%" style="border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' Sandbox 3 ''' </span><br />
|}</noinclude><br />
<br />
<br />
<br />
{| width="70%" align=center style="text-align:center; border:solid 2px #8888be; background:#e2e2f9; -moz-border-radius:6px;" class="wikitable sortable" align="center"<br />
|+ Members Of [[NG|The Necromancer's Guild]]<br />
! Rank !! Name !! Level !! Class !! Weapon of Choice !! Living/spirit/switch !! Occupation !! Wiki Userpage <br />
|-<br />
| Deathknight || [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna] || 19 || [[Shaman|Shaman]] || Healing Herbs || Living || Healer || [[User:Big_Kahuuna|Wiki Userpage]] ||<br />
|-<br />
| ''unknown'' || ''unknown'' || 01 || ''unknown'' || ''N/A'' || ''unknown'' || ''unknown'' || ''N/A'' ||<br />
|-<br />
| #insert rank# || #Insert name# || #Insert level# || #Insert Class# || #Insert WOC#) || #Insert Occupation# || #Insert lifestatus# || #Insert userpage link# ||<br />
|}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox3&diff=18906User:Big Kahuuna/Sandbox32008-10-14T09:28:53Z<p>Big Kahuuna: Sandbox 3</p>
<hr />
<div><noinclude><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The Big K Sandbox-Space</div><br />
<br />
{| width="70%" cellspacing="0" cellpadding="5" align="center"<br />
| width="5%" style= "background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandbox|Back]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandboxspace|Sandbox 1]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox2|Sandbox 2]] ''' </span><br />
| width="15%" style="border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' Sandbox 3 ''' </span><br />
|}</noinclude></div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox2&diff=18905User:Big Kahuuna/Sandbox22008-10-14T09:28:03Z<p>Big Kahuuna: Sandbox 2</p>
<hr />
<div><noinclude><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The Big K Sandbox-Space</div><br />
<br />
{| width="70%" cellspacing="0" cellpadding="5" align="center"<br />
| width="5%" style= "background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandbox|Back]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandboxspace|Sandbox 1]] ''' </span><br />
| width="15%" style="border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' Sandbox 2 ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox3|Sandbox 3]] ''' </span><br />
|}</noinclude></div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandboxspace&diff=18904User:Big Kahuuna/Sandboxspace2008-10-14T09:23:52Z<p>Big Kahuuna: Sandboxpage 1</p>
<hr />
<div><noinclude><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The Big K Sandbox-Space</div><br />
<br />
{| width="70%" cellspacing="0" cellpadding="5" align="center"<br />
| width="5%" style= "background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big Kahuuna/Sandbox|Back]] ''' </span><br />
| width="15%" style="border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' Sandbox 1 ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox2|Sandbox 2]] ''' </span><br />
| width="15%" style="background:#A9A9A9; border-top:3px solid #808080; border-left:3px solid #808080; border-right:3px solid #808080; border-bottom:3px solid #808080;" align="center"| <span style="color: black"> ''' [[User:Big_Kahuuna/Sandbox3|Sandbox 3]] ''' </span><br />
|}</noinclude></div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox&diff=18903User:Big Kahuuna/Sandbox2008-10-14T09:10:37Z<p>Big Kahuuna: Need real sandbox</p>
<hr />
<div><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna]</div><br />
<center>''Founder of [[the Wiksik Tribe]]''</center><br />
{{:User:Big_Kahuuna/Tabhead}}<br />
{{:User:Big_Kahuuna/Tab0|[[User:Big_Kahuuna|In Body]]}}<br />
{{:User:Big_Kahuuna/Tab0|[[User:Big_Kahuuna/Spirit|In Spirit]]}}<br />
{{:User:Big_Kahuuna/Tab0|[[User_Talk:Big_Kahuuna|Contact]]}}<br />
{{:User:Big_Kahuuna/Tab1|Notes/Beliefs}}<br />
<br />
|-<br />
| valign="top" colspan=7 style="border-left:3px solid #808080; border-bottom:3px solid #808080;"| <br />
<br />
<br><br />
__NOTOC__<br />
=<span style="font-variant:small-caps">Gathered Wisdoms</span>=<br />
:''This is Big Kahuunas collected wisdoms and shant be edited nor deleted. It may seem like random jibberish to others, but in here are the secrets of the earth, heavens and the whispering winds.''<br />
----<br />
===The recorded feud of the Spirit hut===<br />
<br />
A record of 6 days of feuding in the spirit hut.<br />
<br />
[[User:Big_Kahuuna/Sandbox/spirithut_feud|The record.]]<br />
<br />
<br />
===Spirit hut carvings===<br />
*Spirit Hut - A hut for healing: Sheath your weapons!" and “Exorcisms aren't abided in here!" Below it, in faintly glowing letters, it reads "Spirits - Welcome! Your wails enables us to grow!<br />
<br />
*Spirit Hut." Under it somone has hung several tribal charms. A small sign says: "Mortals and spirits alike - Welcome! Here we can heal your mortal wounds or listen to your imortal wails.<br />
<br />
*Max: 200 char<br />
<br />
===<center>[[User:Big Kahuuna/Sandboxspace|Big K's Sandbox-space]]</center>===<br />
<br />
<br />
| style="background:#C0C0C0; border-right:3px solid #808080; border-bottom:3px solid #808080; border-top:3px solid #808080" valign="top" width="25%"|<br />
<br />
=<span style="font-variant:small-caps">Beliefs</span>=<br />
<br />
{{IdentifyFriendOrFoe|float=left}}<br />
{{NativesAgainstExorcism|float=left}}<br />
{{flagbox|#191970|Posessed.jpg|Need neither old nor young priest|This user doesn't mind if friendly spirits posesses him. As long as they behave.}}<br />
<br />
[[The_Necromancers_Guild|The Necromancers Guild]]<br />
<br />
<br />
<br />
<br />
|}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=NG&diff=18902NG2008-10-14T09:01:23Z<p>Big Kahuuna: Redirected from Abbreviation</p>
<hr />
<div>#redirect [[The_Necromancers_Guild]]</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=18898Suggestions:Game mechanics2008-10-12T18:57:57Z<p>Big Kahuuna: /* Vow of Peace */</p>
<hr />
<div>{{Suggestions header|page_type=Game mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
<br />
=== Conversion ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler.|<br />
suggest_time=23:22, 16 February 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response to this idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Capturing villages ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|<br />
suggest_time=03:41, 1 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
** Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Unique skills ===<br />
{{suggestion|<br />
suggest_type=Skill, balance change, improvement, etc|<br />
suggest_scope=Who or what it applies to|<br />
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|<br />
suggest_time=02:34, 5 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
<br />
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
<br />
*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native & outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)<br />
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
*Amateur Catching Skills (adds 10%)<br />
**Catching Skills (adds 15%, doesnt stack)<br />
***Taming Skills (adds 30%)<br />
*Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<br />
<br />
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)<br />
*1. Create several new skills, with Animal Affinity as a prerequisite:<br />
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. <br />
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. <br />
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.<br />
*2. Create an item called "Animal Feed". It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Auto Attack ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.|<br />
suggest_time=02:34, 20 March 2006 (GMT)|<br />
suggest_author=[[User:Qberry|Qberry]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
*You snooze, you lose. I mean, it wouldn't make sense if you can fight while you're asleep, right? Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
''Edit'':<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat|<br />
suggest_time=06:42, 29 March 2006 (BST)|<br />
suggest_author=[[User:Slith|Slith]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship. It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)<br />
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.<br />
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.<br />
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.<br />
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.<br />
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP "Build" button and a dropdown box for all boats on the square. ("[Build] <nothing / Ye Olde Boat> with a piece of driftwood.") After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. ("[Start building] a new boat named [text input].")<br />
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. <br />
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so. I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks). One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
<br />
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)<br />
<br />
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.<br />
<br />
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monsoon===<br />
{{suggestion|<br />
suggest_type=event|<br />
suggest_scope=all|<br />
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|<br />
suggest_time=17:28, 16 July 2006 (EST)|<br />
suggest_author=Aco|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)<br />
<br />
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, "The wind howls about you and the rain drives fiercely", to all outdoor descriptions. Add "The deadly storm rages just outside. You don't know how long this little hut can survive." to indoor descriptions. He could also temporarily expand the range of "sharks" to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to "A piece of flying debris injures you." This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)<br />
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Identification of strangers===<br />
{{suggestion|<br />
suggest_type=Ability|<br />
suggest_scope=Identification of strangers|<br />
suggest_description=As a native, I would like an "Identify an outsider" button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.<br />
<br />
Identification would cost 1 AP. Flavor text could be something like<br />
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.<br />
<br />
I estimate that this change will have the following effects:<br />
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less "gratuitous cross-class violence" (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.<br />
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current "peace tax".<br />
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.<br />
<br />
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|<br />
suggest_time=06:18, 28 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006. [[User:Black Joe|Black Joe]]<br />
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)<br />
** "I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying." I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drowning===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Environment|<br />
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water "drowning damage" comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either "drowning damage" or instant drowning after 3 hours - with a message "you have drowned". <br />
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|<br />
suggest_time=22:10, 1 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)<br />
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pigeon postal service===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Outsiders (I imagine a different version for Natives|<br />
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently) no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).<br />
<br />
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' <br />
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''<br />
*''The post woman takes your letter and smiles knowingly.''<br />
<br />
The idea may need some tweaking but this is just a suggestion on how to create in game messages. <br />
|<br />
suggest_time=17:06, 18 August 2006 (UTC)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)<br />
<br />
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)<br />
<br />
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Climbable Trees and high areas===<br />
{{suggestion|<br />
suggest_type=Game mechanics and Skill|<br />
suggest_scope=Environment|<br />
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can "climb" into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to "hide" from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message "you spot *name* hiding in the canopy above you"). Also players will be able to jump from tree to tree for 2AP. Now, onto the "other bonus" mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving "high areas" more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to "see" the number of people to the north, east, south and west - this will include areas such as north-east and south-west as "north" will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button "lookout" which would display the following text-<br />
"You scan the horizons -<br />
North - You see 1 native nearby.<br />
East - You see 6 pirates nearby. You see 3 pirates in the distance.<br />
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.<br />
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance."<br />
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.<br />
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!<br />
|<br />
suggest_time=11:49, 21 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like "You climb a tree. [down]" as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3 area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)<br />
<br />
To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to "search". There would be a button that would "list" each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)<br />
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&cy=26343&dn=1&zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.<br />
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
<br />
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:<br />
<<Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?>><br />
<<Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker>><br />
<<Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...>><br />
<<Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.>> ([http://shartak.forumsplace.com/message-152-15.html From here]).<br />
<br>- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP "Lookout" ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. ("You climb a tree for a moment and see someone to the northeast.") But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler "lookout" action will work about as well. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)<br />
<br />
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Importance of the Islands of Shartak===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Environment|<br />
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the "New Strategic Location on Island" suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|<br />
suggest_time=16:00, 23 August 2006 (UTC)|<br />
suggest_author=[[User:Gandhi|Gandhi]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Possible animals:<br />
*Gorillas - stronger than a monkey, hit harder<br />
*Rhinos - less HP than elephants, but more aggressive and hit harder<br />
Or Mythical/Exotic Creatures:<br />
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed<br />
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.<br />
*Big foot - from adjacent squares, it is seen as "An Outsider" but once on the same square, he appears as Big Foot. Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)<br />
<br />
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)<br />
<br />
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message huts===<br />
{{suggestion|<br />
suggest_type=Communications|<br />
suggest_scope=Players in camps|<br />
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.<br />
<br />
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)<br />
<br />
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |<br />
suggest_time=05:12, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - "Trader Toe says, 'Have you been to the message hut lately? I hear you have a message there.'" Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan Bonuses===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description= If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership. I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment. What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:<br />
<br />
*''Search Bonus'': 5% added to base search odds.<br />
*''Melee Bonus'': 5% added to melee accuracy.<br />
*''Range Bonus'': 5% added to firearms accuracy.<br />
*''Plunder Bonus'': 10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).<br />
*''Explore Bonus'': 5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.<br />
*''Faith Bonus'': 5% evasion to spirit attacks.<br />
*''Hunter Bonus'': +1 damage to any animal<br />
<br />
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|<br />
suggest_time=19:11, 7 September 2006 (UTC)|<br />
suggest_author=[[User:John Sevier|John Sevier]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)<br />
<br />
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll). What problem is this supposed to solve? If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say? i don't like management). This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)<br />
: Excellent points, both of you! Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too. I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play. The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks. This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing. In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair. In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount. The purpose of this suggestion is to enliven the clan system, not to punish anyone. Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile. Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing). Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)? Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance. Looking forward to hearing more on this. --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) <br />
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Additional Pirate Ships===<br />
{{suggestion|<br />
suggest_type=Dividing the growing pirate population|<br />
suggest_scope=Pirates|<br />
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|<br />
suggest_time=11:25, 17 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]<br />
<br />
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)<br />
<br />
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]<br />
<br />
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)<br />
<br />
Also, I rather like it that the ship doesn't have a name. It allows new clans to say "We're part of a different crew." After all, clans come and go. There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)<br />
<br />
:Well we could name them by colour, type of ship, or description of wreck like "Grey ship", "Frigate", or "Rock wrecked ship." [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Stuff===<br />
{{suggestion|<br />
suggest_type=Game mechanic|<br />
suggest_scope=Spirits|<br />
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.<br />
<br />
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your "territory."<br />
<br />
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.<br />
<br />
A few more ideas to pick and choose from:<br />
*Spirits are more powerful when working together.<br />
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.<br />
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.<br />
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|<br />
suggest_time=13:25, 19 September 2006 (UTC)|<br />
suggest_author=[[User:Zutaka|Zutaka]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Looting===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Gold|<br />
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|<br />
suggest_time=11:35, 9 November 2006|<br />
suggest_author=Nicorus|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)<br />
<br />
<br>Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Day and Night===<br />
{{suggestion|<br />
suggest_type=Game Mecanics|<br />
suggest_scope=Everyone|<br />
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|<br />
suggest_time=19:26pm/12th Nove 2006|<br />
suggest_author=Majestic[[User:Ninja|Ninja]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]<br />
<br />
Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Guildhouses===<br />
{{suggestion|<br />
suggest_type=Game Mechanic|<br />
suggest_scope=Clans|<br />
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:<br />
<br />
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut "alive" for another week. <br />
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a "medical table" where you can convert AP/XP into healing much like the scientist can do, and a "Ammo cupboard" where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|<br />
suggest_time=21:05, 26 November 2006 (UTC)|<br />
suggest_author=[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup>|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Realistically, wouldn't the contents of this "ammo cupboard" have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)<br />
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 22:22, 26 November 2006 (UTC)<br />
:Take a look at my 'temporary structure' suggestion in "misc."--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)<br />
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 04:19, 27 November 2006 (UTC)<br />
<br />
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)<br />
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 15:32, 27 November 2006 (UTC)<br />
<br />
This gives a great advantage to team players over solo players. I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)<br />
<br />
:*In the real world, working together as a team <i>does</i> have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|<font color="005555">Lantz</font>]] 22:03, 27 November 2006 (UTC)<br />
<br />
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Cupped Hands and Dumping===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=The thirsty bottleless|<br />
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|<br />
suggest_time=09:43, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use of Ranged Weapons as Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|<br />
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club. Large blowpipes can likewise deliver some damage when used as a club or cane. Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|<br />
suggest_time=03:50, 8 December 2006 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass). There should also be a chance of the weapon breaking (as per existing melee weapons).<br />
<br />
I disagree that the damage output/hit rate should be less. If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)<br />
<br />
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]<br />
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]<br />
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Renovation===<br />
{{suggestion|<br />
suggest_type=New possible action|<br />
suggest_scope=All empty huts.|<br />
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts. For instance, many clans occupy buildings and convert them to their own use. A button would become available saying something like "renovate hut." This would allow a player to type in their own flavor text for the hut. To discourage people from vandalizing the huts, the AP cost should be very high. Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut. This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern. Traders' huts and supply huts could not be modified, naturally.|<br />
suggest_time=14:40, 1 February 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)<br />
<br />
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]<br />
<br />
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]<br />
<br />
I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Major game change===<br />
{{suggestion|<br />
suggest_type=Combat|<br />
suggest_scope=Everyone|<br />
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.<br />
<br />
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.<br />
<br />
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.<br />
<br />
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.<br />
<br />
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.<br />
<br />
|<br />
suggest_time=12:30, 19 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Some comments (edited/expanded) originally posted on the forum topic:<br><br />
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints. Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.<br><br />
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage? But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character? Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?<br><br />
(D) This is a real time game. It doesn't have 'rounds'. That paradigm doesn't work on the Island. The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?<br><br />
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)<br />
<br />
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)<br />
<br />
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)<br />
::Why not both skills and armour-like items? Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that? Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)<br />
}}<br />
<br />
=== Huts: Body Dumping===<br />
{{suggestion|<br />
suggest_type=New action|<br />
suggest_scope=Everyone|<br />
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there. 1 body per 1 AP spent.|<br />
suggest_time=02:10, 13 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)<br />
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts. Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)<br />
<br />
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves<br />
<br />
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)<br />
<br />
Maybe you would get XP for burying a body. [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Villagers as NPCs===<br />
{{suggestion|<br />
suggest_type=New NPC - Villager|<br />
suggest_scope=Everyone|<br />
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off "see villagers" could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.<br />
<br />
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.<br />
<br />
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.<br />
<br />
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.<br />
<br />
4) Maxed-out players might find it more interesting.<br />
<br />
5) Players could create new camps (perhaps only maxed-out players could have this new skill, "Colonise").<br />
<br />
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|<br />
suggest_time=14:08, 14 March 2007 (GMT)|<br />
suggest_author=[[User:Apocalypso|Apocalypso]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC<br />
<br />
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!<br />
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.<br />
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)<br />
<br />
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a "wall" square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.<br />
<br />
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.<br />
<br />
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. "In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue"). -[[User:Apocalypso|Apocalypso]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Vow of Peace===<br />
{{suggestion|<br />
suggest_type=PKing opt out improvement|<br />
suggest_scope=Any characters where the player decides to opt their character out of pking|<br />
suggest_description=A vow of peace could be sought from any of the NPC Shamans. Such a vow has the following effects:<br />
<br><br><br />
(i) The character who has taken the vow cannot be attacked by another character. Any attempt to attack results in no AP consumption, and the message "such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them".<br><br />
(ii) The character who has taken the vow cannot attack another character, without confirming the attack. Confirming the attack results in immediate damage to the effect of half the character's hp - "As punishment for breaking your vow, you are wracked with pain as wounds appear on your body".<br><br />
Taking a vow of peace would require that the character sacrifice one of:<br><br />
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR<br><br />
1000 GP (only 18 characters currently have that much); OR<br><br />
2000 XP (only high level characters who've maxed out).<br />
<br><br><br />
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game. There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|<br />
suggest_time=05:41, 21 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)<br />
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)<br />
I like this, definitely needs some work though.<br />
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week? I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.<br />
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)<br />
:If your character dies instantly when breaking their oath it would prevent abuse. The character could then just be revived by a shaman and start their life of violence. -[[User:Big Kahuuna|Big Kahuuna]] 18:57, 12 October 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Policy Discussion===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:04, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Snakes===<br />
{{suggestion|<br />
suggest_type=Event|<br />
suggest_scope=Grasslands|<br />
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |<br />
suggest_time=02:28, 2 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments= <br />
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands. Sounds good to me. --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)<br />
<br />
::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves<br />
<br />
::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Gun Smiths===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Anyone who uses guns|<br />
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|<br />
suggest_time= 19:25, 12 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)<br />
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)<br />
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]<br />
<br />
Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see "good-quality weapons", which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Additional Ships===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Pirates/Outsiders|<br />
suggest_description=<br />
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.<br />
<br />
A few benefits:<br />
<br />
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.<br />
<br />
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.<br />
<br />
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.<br />
<br />
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders - maybe with roaming shamans nearby to assist.<br />
<br />
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.<br />
<br />
So, in summary with some suggestions on locations for other ships:<br />
<br />
<br />
1. one ship in Unity Bay near the island<br />
<br />
2. one ship in the Long Fin River delta given the number of players in the locality<br />
<br />
<br />
in addition to:<br />
<br />
3. the eastern swamp, to encourage travel to that region<br />
<br />
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets<br />
<br />
and of course:<br />
<br />
5. the flotilla at the wreck, of 3+ ships<br />
<br />
6. a ship in the water at each settlement.<br />
<br />
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|<br />
suggest_time=15 April 2007|<br />
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)<br />
<br />
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)<br />
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
<br />
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively "landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? "Climb main mast", "climb aft mast" and "Climb mizzen mast" would be options for players, all on the one square. - Dave<br />
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
::::Simon, how does Shartak handle multiple huts in the same square? If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)<br />
:::::Yes, exactly the same sort of thing. - Dave<br />
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)<br />
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least, treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native Temples===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Natives|<br />
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|<br />
suggest_time=13 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)<br />
<br />
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]<br />
<br />
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)<br />
::Actually, November -> March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)<br />
<br />
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader Shipments===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|<br />
suggest_time=11:07 April 16|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)<br />
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Class change===<br />
{{suggestion|<br />
suggest_type=Skill fettling|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.<br />
<br />
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|<br />
suggest_time=08:51, 30 April 2007 (UTC)|<br />
suggest_author=[[User:Htkl|Htkl]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)<br />
<br />
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)<br />
<br />
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote "No, no, no!" --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)<br />
<br />
I think what should happen is that everyone starts as a "general" outsider, "general" native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a "Now that you've earned over 100 XP, you can decide what class you want to specialize in." message pops up, and when you go to "Buy Skills" it gives you a "Available Specialties" button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extra Revive Option===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=people who die|<br />
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|<br />
suggest_time=May 16 13:23|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)<br />
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)<br />
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east) --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.<br />
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Well===<br />
{{suggestion|<br />
suggest_type=New inanimate object|<br />
suggest_scope=Everyone in a village|<br />
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty bucket (0AP) a message would appear "The bucket is empty. Perhaps you should fill it back up with water." <br />
<br />
The well would have an ingame graphic and would have a description of whether the bucket is down or up - "You see an old and moss covered well, it's bucket is raised to the top." / "You see an old and moss covered well, it's bucket is somewhere down below."<br />
|<br />
suggest_time=17:48, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)<br />
<br />
::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)<br />
<br />
:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Waves to erase Beach Writing===<br />
{{suggestion|<br />
suggest_type=Game tweak|<br />
suggest_scope=Writing on the Beach.|<br />
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.<br />
<br />
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|<br />
suggest_time=03:39, 23 May 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)<br />
<br />
I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pollution===<br />
{{suggestion|<br />
suggest_type=Environmental effect|<br />
suggest_scope=Litterbugs, people near them|<br />
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|<br />
suggest_time=08:00, 28 May 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Idle Characters===<br />
{{suggestion|<br />
suggest_type=Idle character event|<br />
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|<br />
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:<br />
<br />
<blockquote>"The inactivity timeline would be something like:<br />
<br><br />
Idle 1 week - you "disappear" from the map (taken steps to hide yourself from people and animals).<br />
<br><br />
1-2 weeks - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.<br />
<br><br />
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).<br />
<br><br />
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.<br />
<br><br />
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely)."</blockquote><br />
<br />
This suggestion got several positive comments from forum members.<br />
|<br />
suggest_time=11:36, 5 July 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)<br />
: I much prefer the idea the latter idea that your body would be found where or near where you were last active. I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Terrain Without Trekking Changes===<br />
{{suggestion|<br />
suggest_type=Improvement.|<br />
suggest_scope=Newbies/players without Trekking.|<br />
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |<br />
suggest_time=02:29, 26 July 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through. Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in. Walking through beaches can be tough too - sand isn't very solid and continually gives. Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.<br />
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Outposts===<br />
{{suggestion|<br />
suggest_type=Improvement!!! =p|<br />
suggest_scope=Clans and overpopulation|<br />
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|<br />
suggest_time=01:01, 2 August 2007 (UTC)|<br />
suggest_author=[[User:Pardus|Pardus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]<br />
<br />
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)<br />
<br />
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monuments===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Descriptions|<br />
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. <br><br />
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. <br><br />
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. <br><br />
This should make sure that people don't "monument spam" determined areas and at the same time it would discourage vandals to eliminate parts of history. <br><br />
Once created, monuments would display the text "There is a stone monument here. It reads" followed by the creator's message. <br><br />
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. <br><br><br />
<br />
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] <br><br><br />
<br />
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|<br />
suggest_time=16:53, 28 August 2007 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to "harvest" large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)<br />
<br />
: A pickaxe would be nice, but complicated, indeed.<br />
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.<br />
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).<br />
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)<br />
<br />
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)<br />
<br />
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:"You see a gigantic monument in the shape of (user inputed description). On it (user input details)." You can then click the details to read the long drawn out thing, for ex., it might say "On it is a brief history of Wiksik" and then you click and it has a page describing the history in colorful detail. <br />
<br />
If you start building a monument but don't have enough stones, it would say that "It appears a monument is being built here." and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.<br />
<br />
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating "yo momma" joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of "Aw, crud!" when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poll===<br />
{{suggestion|<br />
suggest_type=Active terrain|<br />
suggest_scope=Citizens|<br />
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|<br />
suggest_time=22:12, 1 September 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there? [[User:RobZombie|RobZombie]]<br />
<br />
A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Oyster Bed ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...<br />
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''<br />
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].<br />
<br />
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].<br />
<br />
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Sunken Wreck ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...<br />
:''There appears to be a large dark shape beneath you with something glinting nearby.''<br />
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.<br />
<br />
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)<br />
<br />
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Submerged Ruins ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...<br />
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''<br />
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. <br />
<br />
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pirate Talk!===<br />
{{suggestion|<br />
suggest_type=wierd pirates only thing|<br />
suggest_scope=pirates|<br />
suggest_description=<br />
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.<br />
If its turned on, the said pirate would talk like a pirate till he turns it off.|<br />
suggest_time=04:44, 19 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)<br />
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)<br />
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)<br />
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Mountain===<br />
{{suggestion|<br />
suggest_type=Environment / mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:<br />
:''Looming over you to the S is the bulk of Shartak Mountain.''<br />
:''Off in the distance E you can see Shartak Mountain.''<br />
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''<br />
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.<br />
<br />
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)<br />
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Malaria===<br />
{{suggestion|<br />
suggest_type=Disease|<br />
suggest_scope=Can affect anyone|<br />
suggest_description=This is a suggestion about implementing a disease into Shartak. Malaria, as many of you may know, is caused by mosquitos. Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected. I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected. Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move). Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice. I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.<br />
<br />
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task. |<br />
suggest_time=16:52, 21 September 2007 (UTC)|<br />
suggest_author=[[User:Roman Totale|Roman Totale]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)<br />
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)<br />
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC) <br />
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)<br />
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Change To Seance===<br />
{{suggestion|<br />
suggest_type=Altered mechanics|<br />
suggest_scope=Shaman, Villager and Settler|<br />
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.<br />
<br />
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.<br />
<br />
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)<br />
<br />
I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]<br />
<br />
:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.<br />
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)<br />
<br />
::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===A Shot at Peace===<br />
{{suggestion|<br />
suggest_type=whatever you want to think this is|<br />
suggest_scope=to peacemakers|<br />
suggest_description=<br />
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.<br />
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.<br />
<br>Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.<br />
<br>eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.<br />
<br> in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.<br />
<br>This is again to promote peace in the island.|<br />
suggest_time=12:37, 22 October 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)<br />
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)<br />
<br />
::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)<br />
<br />
One of the basic premises of the game is Natives vs Outsiders vs Pirates. A lot of players play that premise out - running a native who kills outsiders and vice versa. Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards. I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.<br><br />
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe]. If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)<br />
<br />
: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.<br />
<br> And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.<br />
<br>I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
I don't really see this as necessary, but if you want it, how about transforming this into a karma system? Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?). Each point of damage you inflict on a player subtracts that class karma points. Each point of heal you restore adds that class karma points. Once you reach a certain number of karma points, you get a bonus to healing that character class. E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10. If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal. This could help eliminate the farming aspect, or at least raise the barrier to entry. To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together). Karma could also lead to other skills, like "Intuition", to help identify people with low/high karma towards your class. And this could be used to help target those players over others - the attack drop-down in a room with many natives could list "a native", "a despicable native", and "a kindly native" for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)<br />
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)<br />
::The Karma idea is nice, but you could flip it around a bit for it to work better: You get the xp bonus (regardless of your own karma) for healing depending on the person you heal's karma. This means that if you are an outsider with a high Native karma, you are more bound to be helped by natives. You could even add that native killing someone with a high native karma gets more negative karma than normal to further add to this. Vice versa you can add a xp bonus for killing people that has a very low negative karma against your class (e.g. Outsider1 has -100 Native karma and is killed by Native2. Native 2 gets a 5xp bonus (if not more)). --[[User:Big Kahuuna|Big Kahuuna]] 18:33, 12 October 2008 (UTC) <br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan News===<br />
{{suggestion|<br />
suggest_type=Clan Organization|<br />
suggest_scope=All clans|<br />
suggest_description=Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..|<br />
suggest_time=02:37, 25 October 2007 (UTC)|<br />
suggest_author=[[User:Tomn|Tomn]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br><br />
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)<br />
<br />
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)<br />
<br />
: This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)<br />
<br />
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)<br />
<br />
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)<br />
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)<br />
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trade Quantity Control===<br />
{{suggestion|<br />
suggest_type=Trader mechanic|<br />
suggest_scope=Players trading many high value items|<br />
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|<br />
suggest_time=21:18, 26 October 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)<br />
<br />
Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say "Trade (machete) for (gold coins). Trade at least ($40) worth of goods" If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===NPC Spirits===<br />
{{suggestion|<br />
suggest_type=New class of NPC|<br />
suggest_scope=Anyone|<br />
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side. Most Europeans during the age of exploration had strong belief about the netherworld. Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more. This is just one simple suggestion, but it could lead into any number of other implementations.<br />
<br />
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har). This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now. The only difference would be that player interaction would be limited by the level of spiritual awareness. Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit. With more skills comes more awareness and potential for interaction.<br />
<br />
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own. Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits. Possibly, the overuse of shamanic skills might make some spirits more malevolent. Dabbling in the spirit world should not be taken lightly. To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced. One-shot exorcism items might be sold at Outsider trading posts. For all I know, some of the totems we already have in-game might provide some protection.<br />
<br />
Spirits might become more active at certain times (e.g. moon or seasonal cycles). Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits. There might be a few rare but powerful spirits that could be the source of quests or role playing. Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary. At the very least, even if interaction is limited, spirits could add some flavor to the game. Spirits could be the means by which NPC shamans defend themselves. The spirits of dead NPC shamans might continue to lash out at their murderers.<br />
<br />
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game. The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|<br />
suggest_time=December 23, 2007|<br />
suggest_author=Quest|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Broadening Search Results (Non-useful items)===<br />
{{suggestion|<br />
suggest_type=search mechanics|<br />
suggest_scope=Anyone|<br />
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?<br />
<br />
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.<br />
<br />
So, in searching the med hut in Durham:<br />
<br />
You search and find a first aid kit.<br />
You search and find a yellow silk parasol.<br />
You search and find a gold coin.<br />
You search and find a monocle.<br />
You search and find a bicycle wheel.<br />
You search and find a first aid kit.<br />
You search and find a gramophone.<br />
You search and find a blunt knife.<br />
You search and find a soup soon.<br />
You search and find an empty bottle.<br />
You search and find an oyster shucker.<br />
You search and find a first aid kit.<br />
You search and find a lace corset.<br />
You search and find a first aid kit.<br />
You search and find an ice pick.<br />
<br />
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. <br />
<br />
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.<br />
<br />
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that. <br />
<br />
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.<br />
<br />
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want "luxury" items.|<br />
suggest_time=2 January 2008|<br />
suggest_author=Ibn al Xuffasch|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit. If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)<br />
<br />
I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drunkness===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Anyone|<br />
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:<br />
* Sober (0-10%): Nothing special here.<br />
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.<br />
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally "h"s are added after "s"es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)<br />
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.<br />
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |<br />
suggest_time=03:53, 4 January 2008 (UTC)|<br />
suggest_author=[[User:Baliame|Baliame]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cross References:<br />
* [[Suggestions:Items#Absinth]]<br />
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]<br />
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)<br />
<br />
* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fishing (Net) & Shoals ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=I know that "Fishing" as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.<br />
<br />
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.<br />
<br />
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new "animal", a shoal of fish. These could be small or large with the number of netted fish changing between.<br />
<br />
Flavour text:<br />
<br />
No Shoal: "You cast your net but the waters are empty."<br />
<br />
Small Shoal: "Casting your net amongst the shoal you are rewarded with X Fish" where X=1-3<br />
<br />
Large Shoal: "Casting your net amongst the shoal you are rewarded with Y Fish" where Y=3-6<br />
<br />
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.<br />
<br />
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).<br />
<br />
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.<br />
|<br />
suggest_time=13:50, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Milking Snake Venom ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.<br />
<br />
Flavour text: "You carefully milk the snakes, white venom trickles into the bottle"<br />
<br />
(After milking snakes for venom you would automatically have released them.)<br />
<br />
The high search times required to harvest these animals would be offset by relatively high trader prices.<br />
<br />
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.<br />
<br />
|<br />
suggest_time=13:56, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Dehydration===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.<br />
<br />
I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup<br />
<br />
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)<br />
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. <br />
<br />
::We have a death clock? I haven't noticed. What does it do?<br />
<br />
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.<br />
<br />
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. <br />
<br />
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)<br />
<br />
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)<br />
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. <br />
<br />
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. <br />
<br />
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.<br />
<br />
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)<br />
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Cooking ===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Animal Corpses===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.<br />
<br />
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.<br />
<br />
Suggested corpse sizes:<br />
<br />
TIGER - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
MONKEY - inventory 2<br />
<br />
ELEPHANT - cannot be carried or floated<br />
<br />
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
PARROT - inventory 1<br />
<br />
SHARGLE - inventory 2<br />
<br />
SQUID - cannot be carried or floated<br />
<br />
RAT - inventory 1<br />
<br />
BEAR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry<br />
<br />
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
<br />
Suggested food values and volumes:<br />
<br />
TIGER - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
MONKEY - food value 2HP, food volume 2, trophy value 1 GC<br />
<br />
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC<br />
<br />
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
PARROT - food value 1HP, food volume 1, trophy value 1 GC<br />
<br />
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC<br />
<br />
SQUID - food value 3HP, food volume 75, trophy value 5 GC<br />
<br />
RAT - food value 1HP, food volume 1, trophy value 0 GC<br />
<br />
BEAR - food value 3HP, food volume 10, trophy value 5 GC<br />
<br />
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC<br />
<br />
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC<br />
<br />
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC<br />
<br />
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC<br />
<br />
<br />
<br />
Suggested trophies:<br />
<br />
TIGER - skin, teeth, claws<br />
<br />
MONKEY - paw<br />
<br />
ELEPHANT - tusks<br />
<br />
ALLIGATOR - skin<br />
<br />
PARROT - feathers<br />
<br />
SHARGLE - claw, feathers<br />
<br />
SQUID - ink sac<br />
<br />
RAT - none<br />
<br />
BEAR - skin, teeth, claws<br />
<br />
LARGE DEER - skin<br />
<br />
SMALL DEER - skin<br />
<br />
LARGE STAG - skin, antlers<br />
<br />
WILD BOAR - skin, tusks<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)<br />
<br />
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diseases and other such Inconvinient Things===<br />
{{suggestion|<br />
suggest_type=an inconvinience :D|<br />
suggest_scope=Anyone who isn't dead|<br />
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.<br>I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.<br><br />
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration <br><br />
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|<br />
suggest_time=00:45, 8 July 2008 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? <br />
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. <br />
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?<br />
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)<br />
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)<br />
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying "infected", and when other characters see them "____ looks extremely ill"). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called "Treatment" in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)<br />
**Ok, think this:<br />
(i give recomended numbers, nothing exact)<br />
<br />
---Chance to catching disease:<br />
<br />
<5% - Moving in a swamp<br />
<br />
<5% - Hit by a alligator (hungry ones too)<br />
<br />
<5% - Hit by a bear<br />
<br />
<5% - hit by a tiger (ferious ones too)<br />
<br />
>5% - hit by a rat<br />
<br />
(Any more animals?)<br />
<br />
>(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies<br />
<br />
<5% - Bitten by a shark<br />
<br />
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)<br />
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)<br />
<br />
---New suggested skills:<br />
<br />
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?<br />
<br />
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to "burn" bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. <br />
<br />
---Infection effect (after the x hours): <br />
<br />
-Higher AP cost for moving, chopping jungle, combat etc...<br />
<br />
-deals damage just like shark bites<br />
<br />
-Every server-tick/hour(dunno what) there's a small chance (<5%) of dieing and also a small chance (<2%) of being cured, and deals 1 damage. <br />
<br />
-Anything more?<br />
<br />
By: he and <he> , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)<br />
<br />
*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new "server day" (e.g. when the iphit gets reset) instead? I particularly like the 24 hour incubation time.-[[User:Big Kahuuna|Big Kahuuna]] 18:17, 12 October 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghost Ship===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=Pirate class|<br />
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:<br />
<br />
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)<br />
:*a heavy cutlass that delivers 5 HP damage per hit<br />
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)<br />
:*dodges in combat (as per existing NPC shaman)<br />
<br />
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.<br />
<br />
Suggested flavour text when at the Ghost Ship's location:<br />
<br />
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''<br />
<br />
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.<br />
<br />
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).<br />
<br />
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)<br />
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===More bats in caves===<br />
{{suggestion|<br />
suggest_type=Added fauna|<br />
suggest_scope=Cave tiles|<br />
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|<br />
suggest_time=11:27, 8 October 2008 (UTC)|<br />
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=18897Suggestions:Game mechanics2008-10-12T18:33:40Z<p>Big Kahuuna: /* A Shot at Peace */</p>
<hr />
<div>{{Suggestions header|page_type=Game mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
<br />
=== Conversion ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler.|<br />
suggest_time=23:22, 16 February 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response to this idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Capturing villages ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|<br />
suggest_time=03:41, 1 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
** Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Unique skills ===<br />
{{suggestion|<br />
suggest_type=Skill, balance change, improvement, etc|<br />
suggest_scope=Who or what it applies to|<br />
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|<br />
suggest_time=02:34, 5 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
<br />
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
<br />
*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native & outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)<br />
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
*Amateur Catching Skills (adds 10%)<br />
**Catching Skills (adds 15%, doesnt stack)<br />
***Taming Skills (adds 30%)<br />
*Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<br />
<br />
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)<br />
*1. Create several new skills, with Animal Affinity as a prerequisite:<br />
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. <br />
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. <br />
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.<br />
*2. Create an item called "Animal Feed". It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Auto Attack ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.|<br />
suggest_time=02:34, 20 March 2006 (GMT)|<br />
suggest_author=[[User:Qberry|Qberry]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
*You snooze, you lose. I mean, it wouldn't make sense if you can fight while you're asleep, right? Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
''Edit'':<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat|<br />
suggest_time=06:42, 29 March 2006 (BST)|<br />
suggest_author=[[User:Slith|Slith]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship. It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)<br />
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.<br />
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.<br />
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.<br />
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.<br />
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP "Build" button and a dropdown box for all boats on the square. ("[Build] <nothing / Ye Olde Boat> with a piece of driftwood.") After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. ("[Start building] a new boat named [text input].")<br />
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. <br />
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so. I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks). One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
<br />
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)<br />
<br />
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.<br />
<br />
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monsoon===<br />
{{suggestion|<br />
suggest_type=event|<br />
suggest_scope=all|<br />
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|<br />
suggest_time=17:28, 16 July 2006 (EST)|<br />
suggest_author=Aco|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)<br />
<br />
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, "The wind howls about you and the rain drives fiercely", to all outdoor descriptions. Add "The deadly storm rages just outside. You don't know how long this little hut can survive." to indoor descriptions. He could also temporarily expand the range of "sharks" to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to "A piece of flying debris injures you." This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)<br />
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Identification of strangers===<br />
{{suggestion|<br />
suggest_type=Ability|<br />
suggest_scope=Identification of strangers|<br />
suggest_description=As a native, I would like an "Identify an outsider" button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.<br />
<br />
Identification would cost 1 AP. Flavor text could be something like<br />
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.<br />
<br />
I estimate that this change will have the following effects:<br />
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less "gratuitous cross-class violence" (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.<br />
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current "peace tax".<br />
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.<br />
<br />
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|<br />
suggest_time=06:18, 28 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006. [[User:Black Joe|Black Joe]]<br />
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)<br />
** "I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying." I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drowning===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Environment|<br />
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water "drowning damage" comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either "drowning damage" or instant drowning after 3 hours - with a message "you have drowned". <br />
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|<br />
suggest_time=22:10, 1 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)<br />
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pigeon postal service===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Outsiders (I imagine a different version for Natives|<br />
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently) no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).<br />
<br />
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' <br />
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''<br />
*''The post woman takes your letter and smiles knowingly.''<br />
<br />
The idea may need some tweaking but this is just a suggestion on how to create in game messages. <br />
|<br />
suggest_time=17:06, 18 August 2006 (UTC)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)<br />
<br />
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)<br />
<br />
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Climbable Trees and high areas===<br />
{{suggestion|<br />
suggest_type=Game mechanics and Skill|<br />
suggest_scope=Environment|<br />
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can "climb" into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to "hide" from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message "you spot *name* hiding in the canopy above you"). Also players will be able to jump from tree to tree for 2AP. Now, onto the "other bonus" mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving "high areas" more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to "see" the number of people to the north, east, south and west - this will include areas such as north-east and south-west as "north" will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button "lookout" which would display the following text-<br />
"You scan the horizons -<br />
North - You see 1 native nearby.<br />
East - You see 6 pirates nearby. You see 3 pirates in the distance.<br />
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.<br />
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance."<br />
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.<br />
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!<br />
|<br />
suggest_time=11:49, 21 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like "You climb a tree. [down]" as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3 area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)<br />
<br />
To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to "search". There would be a button that would "list" each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)<br />
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&cy=26343&dn=1&zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.<br />
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
<br />
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:<br />
<<Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?>><br />
<<Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker>><br />
<<Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...>><br />
<<Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.>> ([http://shartak.forumsplace.com/message-152-15.html From here]).<br />
<br>- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP "Lookout" ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. ("You climb a tree for a moment and see someone to the northeast.") But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler "lookout" action will work about as well. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)<br />
<br />
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Importance of the Islands of Shartak===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Environment|<br />
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the "New Strategic Location on Island" suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|<br />
suggest_time=16:00, 23 August 2006 (UTC)|<br />
suggest_author=[[User:Gandhi|Gandhi]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Possible animals:<br />
*Gorillas - stronger than a monkey, hit harder<br />
*Rhinos - less HP than elephants, but more aggressive and hit harder<br />
Or Mythical/Exotic Creatures:<br />
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed<br />
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.<br />
*Big foot - from adjacent squares, it is seen as "An Outsider" but once on the same square, he appears as Big Foot. Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)<br />
<br />
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)<br />
<br />
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message huts===<br />
{{suggestion|<br />
suggest_type=Communications|<br />
suggest_scope=Players in camps|<br />
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.<br />
<br />
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)<br />
<br />
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |<br />
suggest_time=05:12, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - "Trader Toe says, 'Have you been to the message hut lately? I hear you have a message there.'" Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan Bonuses===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description= If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership. I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment. What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:<br />
<br />
*''Search Bonus'': 5% added to base search odds.<br />
*''Melee Bonus'': 5% added to melee accuracy.<br />
*''Range Bonus'': 5% added to firearms accuracy.<br />
*''Plunder Bonus'': 10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).<br />
*''Explore Bonus'': 5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.<br />
*''Faith Bonus'': 5% evasion to spirit attacks.<br />
*''Hunter Bonus'': +1 damage to any animal<br />
<br />
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|<br />
suggest_time=19:11, 7 September 2006 (UTC)|<br />
suggest_author=[[User:John Sevier|John Sevier]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)<br />
<br />
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll). What problem is this supposed to solve? If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say? i don't like management). This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)<br />
: Excellent points, both of you! Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too. I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play. The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks. This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing. In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair. In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount. The purpose of this suggestion is to enliven the clan system, not to punish anyone. Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile. Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing). Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)? Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance. Looking forward to hearing more on this. --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) <br />
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Additional Pirate Ships===<br />
{{suggestion|<br />
suggest_type=Dividing the growing pirate population|<br />
suggest_scope=Pirates|<br />
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|<br />
suggest_time=11:25, 17 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]<br />
<br />
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)<br />
<br />
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]<br />
<br />
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)<br />
<br />
Also, I rather like it that the ship doesn't have a name. It allows new clans to say "We're part of a different crew." After all, clans come and go. There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)<br />
<br />
:Well we could name them by colour, type of ship, or description of wreck like "Grey ship", "Frigate", or "Rock wrecked ship." [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Stuff===<br />
{{suggestion|<br />
suggest_type=Game mechanic|<br />
suggest_scope=Spirits|<br />
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.<br />
<br />
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your "territory."<br />
<br />
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.<br />
<br />
A few more ideas to pick and choose from:<br />
*Spirits are more powerful when working together.<br />
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.<br />
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.<br />
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|<br />
suggest_time=13:25, 19 September 2006 (UTC)|<br />
suggest_author=[[User:Zutaka|Zutaka]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Looting===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Gold|<br />
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|<br />
suggest_time=11:35, 9 November 2006|<br />
suggest_author=Nicorus|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)<br />
<br />
<br>Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Day and Night===<br />
{{suggestion|<br />
suggest_type=Game Mecanics|<br />
suggest_scope=Everyone|<br />
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|<br />
suggest_time=19:26pm/12th Nove 2006|<br />
suggest_author=Majestic[[User:Ninja|Ninja]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]<br />
<br />
Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Guildhouses===<br />
{{suggestion|<br />
suggest_type=Game Mechanic|<br />
suggest_scope=Clans|<br />
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:<br />
<br />
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut "alive" for another week. <br />
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a "medical table" where you can convert AP/XP into healing much like the scientist can do, and a "Ammo cupboard" where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|<br />
suggest_time=21:05, 26 November 2006 (UTC)|<br />
suggest_author=[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup>|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Realistically, wouldn't the contents of this "ammo cupboard" have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)<br />
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 22:22, 26 November 2006 (UTC)<br />
:Take a look at my 'temporary structure' suggestion in "misc."--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)<br />
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 04:19, 27 November 2006 (UTC)<br />
<br />
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)<br />
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 15:32, 27 November 2006 (UTC)<br />
<br />
This gives a great advantage to team players over solo players. I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)<br />
<br />
:*In the real world, working together as a team <i>does</i> have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|<font color="005555">Lantz</font>]] 22:03, 27 November 2006 (UTC)<br />
<br />
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Cupped Hands and Dumping===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=The thirsty bottleless|<br />
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|<br />
suggest_time=09:43, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use of Ranged Weapons as Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|<br />
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club. Large blowpipes can likewise deliver some damage when used as a club or cane. Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|<br />
suggest_time=03:50, 8 December 2006 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass). There should also be a chance of the weapon breaking (as per existing melee weapons).<br />
<br />
I disagree that the damage output/hit rate should be less. If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)<br />
<br />
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]<br />
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]<br />
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Renovation===<br />
{{suggestion|<br />
suggest_type=New possible action|<br />
suggest_scope=All empty huts.|<br />
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts. For instance, many clans occupy buildings and convert them to their own use. A button would become available saying something like "renovate hut." This would allow a player to type in their own flavor text for the hut. To discourage people from vandalizing the huts, the AP cost should be very high. Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut. This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern. Traders' huts and supply huts could not be modified, naturally.|<br />
suggest_time=14:40, 1 February 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)<br />
<br />
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]<br />
<br />
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]<br />
<br />
I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Major game change===<br />
{{suggestion|<br />
suggest_type=Combat|<br />
suggest_scope=Everyone|<br />
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.<br />
<br />
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.<br />
<br />
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.<br />
<br />
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.<br />
<br />
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.<br />
<br />
|<br />
suggest_time=12:30, 19 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Some comments (edited/expanded) originally posted on the forum topic:<br><br />
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints. Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.<br><br />
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage? But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character? Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?<br><br />
(D) This is a real time game. It doesn't have 'rounds'. That paradigm doesn't work on the Island. The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?<br><br />
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)<br />
<br />
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)<br />
<br />
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)<br />
::Why not both skills and armour-like items? Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that? Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)<br />
}}<br />
<br />
=== Huts: Body Dumping===<br />
{{suggestion|<br />
suggest_type=New action|<br />
suggest_scope=Everyone|<br />
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there. 1 body per 1 AP spent.|<br />
suggest_time=02:10, 13 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)<br />
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts. Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)<br />
<br />
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves<br />
<br />
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)<br />
<br />
Maybe you would get XP for burying a body. [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Villagers as NPCs===<br />
{{suggestion|<br />
suggest_type=New NPC - Villager|<br />
suggest_scope=Everyone|<br />
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off "see villagers" could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.<br />
<br />
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.<br />
<br />
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.<br />
<br />
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.<br />
<br />
4) Maxed-out players might find it more interesting.<br />
<br />
5) Players could create new camps (perhaps only maxed-out players could have this new skill, "Colonise").<br />
<br />
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|<br />
suggest_time=14:08, 14 March 2007 (GMT)|<br />
suggest_author=[[User:Apocalypso|Apocalypso]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC<br />
<br />
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!<br />
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.<br />
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)<br />
<br />
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a "wall" square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.<br />
<br />
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.<br />
<br />
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. "In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue"). -[[User:Apocalypso|Apocalypso]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Vow of Peace===<br />
{{suggestion|<br />
suggest_type=PKing opt out improvement|<br />
suggest_scope=Any characters where the player decides to opt their character out of pking|<br />
suggest_description=A vow of peace could be sought from any of the NPC Shamans. Such a vow has the following effects:<br />
<br><br><br />
(i) The character who has taken the vow cannot be attacked by another character. Any attempt to attack results in no AP consumption, and the message "such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them".<br><br />
(ii) The character who has taken the vow cannot attack another character, without confirming the attack. Confirming the attack results in immediate damage to the effect of half the character's hp - "As punishment for breaking your vow, you are wracked with pain as wounds appear on your body".<br><br />
Taking a vow of peace would require that the character sacrifice one of:<br><br />
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR<br><br />
1000 GP (only 18 characters currently have that much); OR<br><br />
2000 XP (only high level characters who've maxed out).<br />
<br><br><br />
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game. There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|<br />
suggest_time=05:41, 21 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)<br />
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)<br />
I like this, definitely needs some work though.<br />
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week? I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.<br />
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Policy Discussion===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:04, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Snakes===<br />
{{suggestion|<br />
suggest_type=Event|<br />
suggest_scope=Grasslands|<br />
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |<br />
suggest_time=02:28, 2 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments= <br />
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands. Sounds good to me. --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)<br />
<br />
::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves<br />
<br />
::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Gun Smiths===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Anyone who uses guns|<br />
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|<br />
suggest_time= 19:25, 12 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)<br />
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)<br />
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]<br />
<br />
Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see "good-quality weapons", which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Additional Ships===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Pirates/Outsiders|<br />
suggest_description=<br />
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.<br />
<br />
A few benefits:<br />
<br />
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.<br />
<br />
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.<br />
<br />
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.<br />
<br />
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders - maybe with roaming shamans nearby to assist.<br />
<br />
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.<br />
<br />
So, in summary with some suggestions on locations for other ships:<br />
<br />
<br />
1. one ship in Unity Bay near the island<br />
<br />
2. one ship in the Long Fin River delta given the number of players in the locality<br />
<br />
<br />
in addition to:<br />
<br />
3. the eastern swamp, to encourage travel to that region<br />
<br />
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets<br />
<br />
and of course:<br />
<br />
5. the flotilla at the wreck, of 3+ ships<br />
<br />
6. a ship in the water at each settlement.<br />
<br />
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|<br />
suggest_time=15 April 2007|<br />
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)<br />
<br />
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)<br />
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
<br />
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively "landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? "Climb main mast", "climb aft mast" and "Climb mizzen mast" would be options for players, all on the one square. - Dave<br />
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
::::Simon, how does Shartak handle multiple huts in the same square? If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)<br />
:::::Yes, exactly the same sort of thing. - Dave<br />
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)<br />
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least, treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native Temples===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Natives|<br />
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|<br />
suggest_time=13 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)<br />
<br />
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]<br />
<br />
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)<br />
::Actually, November -> March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)<br />
<br />
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader Shipments===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|<br />
suggest_time=11:07 April 16|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)<br />
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Class change===<br />
{{suggestion|<br />
suggest_type=Skill fettling|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.<br />
<br />
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|<br />
suggest_time=08:51, 30 April 2007 (UTC)|<br />
suggest_author=[[User:Htkl|Htkl]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)<br />
<br />
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)<br />
<br />
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote "No, no, no!" --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)<br />
<br />
I think what should happen is that everyone starts as a "general" outsider, "general" native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a "Now that you've earned over 100 XP, you can decide what class you want to specialize in." message pops up, and when you go to "Buy Skills" it gives you a "Available Specialties" button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extra Revive Option===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=people who die|<br />
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|<br />
suggest_time=May 16 13:23|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)<br />
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)<br />
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east) --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.<br />
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Well===<br />
{{suggestion|<br />
suggest_type=New inanimate object|<br />
suggest_scope=Everyone in a village|<br />
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty bucket (0AP) a message would appear "The bucket is empty. Perhaps you should fill it back up with water." <br />
<br />
The well would have an ingame graphic and would have a description of whether the bucket is down or up - "You see an old and moss covered well, it's bucket is raised to the top." / "You see an old and moss covered well, it's bucket is somewhere down below."<br />
|<br />
suggest_time=17:48, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)<br />
<br />
::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)<br />
<br />
:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Waves to erase Beach Writing===<br />
{{suggestion|<br />
suggest_type=Game tweak|<br />
suggest_scope=Writing on the Beach.|<br />
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.<br />
<br />
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|<br />
suggest_time=03:39, 23 May 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)<br />
<br />
I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pollution===<br />
{{suggestion|<br />
suggest_type=Environmental effect|<br />
suggest_scope=Litterbugs, people near them|<br />
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|<br />
suggest_time=08:00, 28 May 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Idle Characters===<br />
{{suggestion|<br />
suggest_type=Idle character event|<br />
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|<br />
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:<br />
<br />
<blockquote>"The inactivity timeline would be something like:<br />
<br><br />
Idle 1 week - you "disappear" from the map (taken steps to hide yourself from people and animals).<br />
<br><br />
1-2 weeks - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.<br />
<br><br />
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).<br />
<br><br />
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.<br />
<br><br />
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely)."</blockquote><br />
<br />
This suggestion got several positive comments from forum members.<br />
|<br />
suggest_time=11:36, 5 July 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)<br />
: I much prefer the idea the latter idea that your body would be found where or near where you were last active. I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Terrain Without Trekking Changes===<br />
{{suggestion|<br />
suggest_type=Improvement.|<br />
suggest_scope=Newbies/players without Trekking.|<br />
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |<br />
suggest_time=02:29, 26 July 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through. Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in. Walking through beaches can be tough too - sand isn't very solid and continually gives. Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.<br />
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Outposts===<br />
{{suggestion|<br />
suggest_type=Improvement!!! =p|<br />
suggest_scope=Clans and overpopulation|<br />
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|<br />
suggest_time=01:01, 2 August 2007 (UTC)|<br />
suggest_author=[[User:Pardus|Pardus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]<br />
<br />
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)<br />
<br />
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monuments===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Descriptions|<br />
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. <br><br />
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. <br><br />
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. <br><br />
This should make sure that people don't "monument spam" determined areas and at the same time it would discourage vandals to eliminate parts of history. <br><br />
Once created, monuments would display the text "There is a stone monument here. It reads" followed by the creator's message. <br><br />
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. <br><br><br />
<br />
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] <br><br><br />
<br />
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|<br />
suggest_time=16:53, 28 August 2007 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to "harvest" large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)<br />
<br />
: A pickaxe would be nice, but complicated, indeed.<br />
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.<br />
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).<br />
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)<br />
<br />
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)<br />
<br />
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:"You see a gigantic monument in the shape of (user inputed description). On it (user input details)." You can then click the details to read the long drawn out thing, for ex., it might say "On it is a brief history of Wiksik" and then you click and it has a page describing the history in colorful detail. <br />
<br />
If you start building a monument but don't have enough stones, it would say that "It appears a monument is being built here." and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.<br />
<br />
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating "yo momma" joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of "Aw, crud!" when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poll===<br />
{{suggestion|<br />
suggest_type=Active terrain|<br />
suggest_scope=Citizens|<br />
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|<br />
suggest_time=22:12, 1 September 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there? [[User:RobZombie|RobZombie]]<br />
<br />
A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Oyster Bed ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...<br />
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''<br />
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].<br />
<br />
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].<br />
<br />
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Sunken Wreck ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...<br />
:''There appears to be a large dark shape beneath you with something glinting nearby.''<br />
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.<br />
<br />
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)<br />
<br />
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Submerged Ruins ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...<br />
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''<br />
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. <br />
<br />
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pirate Talk!===<br />
{{suggestion|<br />
suggest_type=wierd pirates only thing|<br />
suggest_scope=pirates|<br />
suggest_description=<br />
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.<br />
If its turned on, the said pirate would talk like a pirate till he turns it off.|<br />
suggest_time=04:44, 19 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)<br />
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)<br />
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)<br />
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Mountain===<br />
{{suggestion|<br />
suggest_type=Environment / mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:<br />
:''Looming over you to the S is the bulk of Shartak Mountain.''<br />
:''Off in the distance E you can see Shartak Mountain.''<br />
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''<br />
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.<br />
<br />
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)<br />
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Malaria===<br />
{{suggestion|<br />
suggest_type=Disease|<br />
suggest_scope=Can affect anyone|<br />
suggest_description=This is a suggestion about implementing a disease into Shartak. Malaria, as many of you may know, is caused by mosquitos. Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected. I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected. Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move). Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice. I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.<br />
<br />
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task. |<br />
suggest_time=16:52, 21 September 2007 (UTC)|<br />
suggest_author=[[User:Roman Totale|Roman Totale]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)<br />
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)<br />
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC) <br />
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)<br />
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Change To Seance===<br />
{{suggestion|<br />
suggest_type=Altered mechanics|<br />
suggest_scope=Shaman, Villager and Settler|<br />
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.<br />
<br />
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.<br />
<br />
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)<br />
<br />
I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]<br />
<br />
:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.<br />
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)<br />
<br />
::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===A Shot at Peace===<br />
{{suggestion|<br />
suggest_type=whatever you want to think this is|<br />
suggest_scope=to peacemakers|<br />
suggest_description=<br />
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.<br />
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.<br />
<br>Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.<br />
<br>eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.<br />
<br> in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.<br />
<br>This is again to promote peace in the island.|<br />
suggest_time=12:37, 22 October 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)<br />
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)<br />
<br />
::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)<br />
<br />
One of the basic premises of the game is Natives vs Outsiders vs Pirates. A lot of players play that premise out - running a native who kills outsiders and vice versa. Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards. I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.<br><br />
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe]. If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)<br />
<br />
: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.<br />
<br> And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.<br />
<br>I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
I don't really see this as necessary, but if you want it, how about transforming this into a karma system? Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?). Each point of damage you inflict on a player subtracts that class karma points. Each point of heal you restore adds that class karma points. Once you reach a certain number of karma points, you get a bonus to healing that character class. E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10. If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal. This could help eliminate the farming aspect, or at least raise the barrier to entry. To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together). Karma could also lead to other skills, like "Intuition", to help identify people with low/high karma towards your class. And this could be used to help target those players over others - the attack drop-down in a room with many natives could list "a native", "a despicable native", and "a kindly native" for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)<br />
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)<br />
::The Karma idea is nice, but you could flip it around a bit for it to work better: You get the xp bonus (regardless of your own karma) for healing depending on the person you heal's karma. This means that if you are an outsider with a high Native karma, you are more bound to be helped by natives. You could even add that native killing someone with a high native karma gets more negative karma than normal to further add to this. Vice versa you can add a xp bonus for killing people that has a very low negative karma against your class (e.g. Outsider1 has -100 Native karma and is killed by Native2. Native 2 gets a 5xp bonus (if not more)). --[[User:Big Kahuuna|Big Kahuuna]] 18:33, 12 October 2008 (UTC) <br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan News===<br />
{{suggestion|<br />
suggest_type=Clan Organization|<br />
suggest_scope=All clans|<br />
suggest_description=Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..|<br />
suggest_time=02:37, 25 October 2007 (UTC)|<br />
suggest_author=[[User:Tomn|Tomn]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br><br />
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)<br />
<br />
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)<br />
<br />
: This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)<br />
<br />
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)<br />
<br />
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)<br />
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)<br />
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trade Quantity Control===<br />
{{suggestion|<br />
suggest_type=Trader mechanic|<br />
suggest_scope=Players trading many high value items|<br />
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|<br />
suggest_time=21:18, 26 October 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)<br />
<br />
Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say "Trade (machete) for (gold coins). Trade at least ($40) worth of goods" If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===NPC Spirits===<br />
{{suggestion|<br />
suggest_type=New class of NPC|<br />
suggest_scope=Anyone|<br />
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side. Most Europeans during the age of exploration had strong belief about the netherworld. Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more. This is just one simple suggestion, but it could lead into any number of other implementations.<br />
<br />
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har). This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now. The only difference would be that player interaction would be limited by the level of spiritual awareness. Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit. With more skills comes more awareness and potential for interaction.<br />
<br />
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own. Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits. Possibly, the overuse of shamanic skills might make some spirits more malevolent. Dabbling in the spirit world should not be taken lightly. To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced. One-shot exorcism items might be sold at Outsider trading posts. For all I know, some of the totems we already have in-game might provide some protection.<br />
<br />
Spirits might become more active at certain times (e.g. moon or seasonal cycles). Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits. There might be a few rare but powerful spirits that could be the source of quests or role playing. Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary. At the very least, even if interaction is limited, spirits could add some flavor to the game. Spirits could be the means by which NPC shamans defend themselves. The spirits of dead NPC shamans might continue to lash out at their murderers.<br />
<br />
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game. The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|<br />
suggest_time=December 23, 2007|<br />
suggest_author=Quest|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Broadening Search Results (Non-useful items)===<br />
{{suggestion|<br />
suggest_type=search mechanics|<br />
suggest_scope=Anyone|<br />
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?<br />
<br />
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.<br />
<br />
So, in searching the med hut in Durham:<br />
<br />
You search and find a first aid kit.<br />
You search and find a yellow silk parasol.<br />
You search and find a gold coin.<br />
You search and find a monocle.<br />
You search and find a bicycle wheel.<br />
You search and find a first aid kit.<br />
You search and find a gramophone.<br />
You search and find a blunt knife.<br />
You search and find a soup soon.<br />
You search and find an empty bottle.<br />
You search and find an oyster shucker.<br />
You search and find a first aid kit.<br />
You search and find a lace corset.<br />
You search and find a first aid kit.<br />
You search and find an ice pick.<br />
<br />
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. <br />
<br />
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.<br />
<br />
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that. <br />
<br />
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.<br />
<br />
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want "luxury" items.|<br />
suggest_time=2 January 2008|<br />
suggest_author=Ibn al Xuffasch|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit. If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)<br />
<br />
I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drunkness===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Anyone|<br />
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:<br />
* Sober (0-10%): Nothing special here.<br />
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.<br />
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally "h"s are added after "s"es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)<br />
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.<br />
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |<br />
suggest_time=03:53, 4 January 2008 (UTC)|<br />
suggest_author=[[User:Baliame|Baliame]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cross References:<br />
* [[Suggestions:Items#Absinth]]<br />
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]<br />
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)<br />
<br />
* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fishing (Net) & Shoals ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=I know that "Fishing" as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.<br />
<br />
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.<br />
<br />
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new "animal", a shoal of fish. These could be small or large with the number of netted fish changing between.<br />
<br />
Flavour text:<br />
<br />
No Shoal: "You cast your net but the waters are empty."<br />
<br />
Small Shoal: "Casting your net amongst the shoal you are rewarded with X Fish" where X=1-3<br />
<br />
Large Shoal: "Casting your net amongst the shoal you are rewarded with Y Fish" where Y=3-6<br />
<br />
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.<br />
<br />
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).<br />
<br />
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.<br />
|<br />
suggest_time=13:50, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Milking Snake Venom ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.<br />
<br />
Flavour text: "You carefully milk the snakes, white venom trickles into the bottle"<br />
<br />
(After milking snakes for venom you would automatically have released them.)<br />
<br />
The high search times required to harvest these animals would be offset by relatively high trader prices.<br />
<br />
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.<br />
<br />
|<br />
suggest_time=13:56, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Dehydration===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.<br />
<br />
I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup<br />
<br />
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)<br />
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. <br />
<br />
::We have a death clock? I haven't noticed. What does it do?<br />
<br />
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.<br />
<br />
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. <br />
<br />
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)<br />
<br />
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)<br />
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. <br />
<br />
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. <br />
<br />
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.<br />
<br />
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)<br />
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Cooking ===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Animal Corpses===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.<br />
<br />
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.<br />
<br />
Suggested corpse sizes:<br />
<br />
TIGER - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
MONKEY - inventory 2<br />
<br />
ELEPHANT - cannot be carried or floated<br />
<br />
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
PARROT - inventory 1<br />
<br />
SHARGLE - inventory 2<br />
<br />
SQUID - cannot be carried or floated<br />
<br />
RAT - inventory 1<br />
<br />
BEAR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry<br />
<br />
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
<br />
Suggested food values and volumes:<br />
<br />
TIGER - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
MONKEY - food value 2HP, food volume 2, trophy value 1 GC<br />
<br />
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC<br />
<br />
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
PARROT - food value 1HP, food volume 1, trophy value 1 GC<br />
<br />
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC<br />
<br />
SQUID - food value 3HP, food volume 75, trophy value 5 GC<br />
<br />
RAT - food value 1HP, food volume 1, trophy value 0 GC<br />
<br />
BEAR - food value 3HP, food volume 10, trophy value 5 GC<br />
<br />
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC<br />
<br />
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC<br />
<br />
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC<br />
<br />
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC<br />
<br />
<br />
<br />
Suggested trophies:<br />
<br />
TIGER - skin, teeth, claws<br />
<br />
MONKEY - paw<br />
<br />
ELEPHANT - tusks<br />
<br />
ALLIGATOR - skin<br />
<br />
PARROT - feathers<br />
<br />
SHARGLE - claw, feathers<br />
<br />
SQUID - ink sac<br />
<br />
RAT - none<br />
<br />
BEAR - skin, teeth, claws<br />
<br />
LARGE DEER - skin<br />
<br />
SMALL DEER - skin<br />
<br />
LARGE STAG - skin, antlers<br />
<br />
WILD BOAR - skin, tusks<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)<br />
<br />
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diseases and other such Inconvinient Things===<br />
{{suggestion|<br />
suggest_type=an inconvinience :D|<br />
suggest_scope=Anyone who isn't dead|<br />
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.<br>I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.<br><br />
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration <br><br />
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|<br />
suggest_time=00:45, 8 July 2008 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? <br />
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. <br />
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?<br />
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)<br />
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)<br />
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying "infected", and when other characters see them "____ looks extremely ill"). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called "Treatment" in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)<br />
**Ok, think this:<br />
(i give recomended numbers, nothing exact)<br />
<br />
---Chance to catching disease:<br />
<br />
<5% - Moving in a swamp<br />
<br />
<5% - Hit by a alligator (hungry ones too)<br />
<br />
<5% - Hit by a bear<br />
<br />
<5% - hit by a tiger (ferious ones too)<br />
<br />
>5% - hit by a rat<br />
<br />
(Any more animals?)<br />
<br />
>(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies<br />
<br />
<5% - Bitten by a shark<br />
<br />
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)<br />
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)<br />
<br />
---New suggested skills:<br />
<br />
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?<br />
<br />
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to "burn" bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. <br />
<br />
---Infection effect (after the x hours): <br />
<br />
-Higher AP cost for moving, chopping jungle, combat etc...<br />
<br />
-deals damage just like shark bites<br />
<br />
-Every server-tick/hour(dunno what) there's a small chance (<5%) of dieing and also a small chance (<2%) of being cured, and deals 1 damage. <br />
<br />
-Anything more?<br />
<br />
By: he and <he> , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)<br />
<br />
*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new "server day" (e.g. when the iphit gets reset) instead? I particularly like the 24 hour incubation time.-[[User:Big Kahuuna|Big Kahuuna]] 18:17, 12 October 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghost Ship===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=Pirate class|<br />
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:<br />
<br />
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)<br />
:*a heavy cutlass that delivers 5 HP damage per hit<br />
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)<br />
:*dodges in combat (as per existing NPC shaman)<br />
<br />
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.<br />
<br />
Suggested flavour text when at the Ghost Ship's location:<br />
<br />
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''<br />
<br />
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.<br />
<br />
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).<br />
<br />
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)<br />
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===More bats in caves===<br />
{{suggestion|<br />
suggest_type=Added fauna|<br />
suggest_scope=Cave tiles|<br />
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|<br />
suggest_time=11:27, 8 October 2008 (UTC)|<br />
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=18896Suggestions:Game mechanics2008-10-12T18:17:15Z<p>Big Kahuuna: Forgot sign. AGAIN.</p>
<hr />
<div>{{Suggestions header|page_type=Game mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
<br />
=== Conversion ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler.|<br />
suggest_time=23:22, 16 February 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response to this idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Capturing villages ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|<br />
suggest_time=03:41, 1 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
** Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Unique skills ===<br />
{{suggestion|<br />
suggest_type=Skill, balance change, improvement, etc|<br />
suggest_scope=Who or what it applies to|<br />
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|<br />
suggest_time=02:34, 5 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
<br />
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
<br />
*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native & outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)<br />
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
*Amateur Catching Skills (adds 10%)<br />
**Catching Skills (adds 15%, doesnt stack)<br />
***Taming Skills (adds 30%)<br />
*Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<br />
<br />
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)<br />
*1. Create several new skills, with Animal Affinity as a prerequisite:<br />
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. <br />
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. <br />
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.<br />
*2. Create an item called "Animal Feed". It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Auto Attack ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.|<br />
suggest_time=02:34, 20 March 2006 (GMT)|<br />
suggest_author=[[User:Qberry|Qberry]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
*You snooze, you lose. I mean, it wouldn't make sense if you can fight while you're asleep, right? Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
''Edit'':<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat|<br />
suggest_time=06:42, 29 March 2006 (BST)|<br />
suggest_author=[[User:Slith|Slith]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship. It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)<br />
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.<br />
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.<br />
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.<br />
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.<br />
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP "Build" button and a dropdown box for all boats on the square. ("[Build] <nothing / Ye Olde Boat> with a piece of driftwood.") After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. ("[Start building] a new boat named [text input].")<br />
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. <br />
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so. I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks). One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
<br />
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)<br />
<br />
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.<br />
<br />
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monsoon===<br />
{{suggestion|<br />
suggest_type=event|<br />
suggest_scope=all|<br />
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|<br />
suggest_time=17:28, 16 July 2006 (EST)|<br />
suggest_author=Aco|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)<br />
<br />
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, "The wind howls about you and the rain drives fiercely", to all outdoor descriptions. Add "The deadly storm rages just outside. You don't know how long this little hut can survive." to indoor descriptions. He could also temporarily expand the range of "sharks" to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to "A piece of flying debris injures you." This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)<br />
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Identification of strangers===<br />
{{suggestion|<br />
suggest_type=Ability|<br />
suggest_scope=Identification of strangers|<br />
suggest_description=As a native, I would like an "Identify an outsider" button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.<br />
<br />
Identification would cost 1 AP. Flavor text could be something like<br />
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.<br />
<br />
I estimate that this change will have the following effects:<br />
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less "gratuitous cross-class violence" (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.<br />
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current "peace tax".<br />
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.<br />
<br />
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|<br />
suggest_time=06:18, 28 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006. [[User:Black Joe|Black Joe]]<br />
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)<br />
** "I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying." I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drowning===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Environment|<br />
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water "drowning damage" comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either "drowning damage" or instant drowning after 3 hours - with a message "you have drowned". <br />
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|<br />
suggest_time=22:10, 1 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)<br />
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pigeon postal service===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Outsiders (I imagine a different version for Natives|<br />
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently) no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).<br />
<br />
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' <br />
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''<br />
*''The post woman takes your letter and smiles knowingly.''<br />
<br />
The idea may need some tweaking but this is just a suggestion on how to create in game messages. <br />
|<br />
suggest_time=17:06, 18 August 2006 (UTC)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)<br />
<br />
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)<br />
<br />
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Climbable Trees and high areas===<br />
{{suggestion|<br />
suggest_type=Game mechanics and Skill|<br />
suggest_scope=Environment|<br />
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can "climb" into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to "hide" from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message "you spot *name* hiding in the canopy above you"). Also players will be able to jump from tree to tree for 2AP. Now, onto the "other bonus" mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving "high areas" more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to "see" the number of people to the north, east, south and west - this will include areas such as north-east and south-west as "north" will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button "lookout" which would display the following text-<br />
"You scan the horizons -<br />
North - You see 1 native nearby.<br />
East - You see 6 pirates nearby. You see 3 pirates in the distance.<br />
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.<br />
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance."<br />
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.<br />
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!<br />
|<br />
suggest_time=11:49, 21 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like "You climb a tree. [down]" as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3 area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)<br />
<br />
To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to "search". There would be a button that would "list" each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)<br />
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&cy=26343&dn=1&zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.<br />
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
<br />
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:<br />
<<Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?>><br />
<<Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker>><br />
<<Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...>><br />
<<Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.>> ([http://shartak.forumsplace.com/message-152-15.html From here]).<br />
<br>- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP "Lookout" ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. ("You climb a tree for a moment and see someone to the northeast.") But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler "lookout" action will work about as well. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)<br />
<br />
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Importance of the Islands of Shartak===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Environment|<br />
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the "New Strategic Location on Island" suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|<br />
suggest_time=16:00, 23 August 2006 (UTC)|<br />
suggest_author=[[User:Gandhi|Gandhi]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Possible animals:<br />
*Gorillas - stronger than a monkey, hit harder<br />
*Rhinos - less HP than elephants, but more aggressive and hit harder<br />
Or Mythical/Exotic Creatures:<br />
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed<br />
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.<br />
*Big foot - from adjacent squares, it is seen as "An Outsider" but once on the same square, he appears as Big Foot. Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)<br />
<br />
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)<br />
<br />
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message huts===<br />
{{suggestion|<br />
suggest_type=Communications|<br />
suggest_scope=Players in camps|<br />
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.<br />
<br />
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)<br />
<br />
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |<br />
suggest_time=05:12, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - "Trader Toe says, 'Have you been to the message hut lately? I hear you have a message there.'" Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan Bonuses===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description= If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership. I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment. What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:<br />
<br />
*''Search Bonus'': 5% added to base search odds.<br />
*''Melee Bonus'': 5% added to melee accuracy.<br />
*''Range Bonus'': 5% added to firearms accuracy.<br />
*''Plunder Bonus'': 10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).<br />
*''Explore Bonus'': 5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.<br />
*''Faith Bonus'': 5% evasion to spirit attacks.<br />
*''Hunter Bonus'': +1 damage to any animal<br />
<br />
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|<br />
suggest_time=19:11, 7 September 2006 (UTC)|<br />
suggest_author=[[User:John Sevier|John Sevier]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)<br />
<br />
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll). What problem is this supposed to solve? If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say? i don't like management). This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)<br />
: Excellent points, both of you! Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too. I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play. The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks. This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing. In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair. In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount. The purpose of this suggestion is to enliven the clan system, not to punish anyone. Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile. Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing). Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)? Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance. Looking forward to hearing more on this. --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) <br />
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Additional Pirate Ships===<br />
{{suggestion|<br />
suggest_type=Dividing the growing pirate population|<br />
suggest_scope=Pirates|<br />
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|<br />
suggest_time=11:25, 17 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]<br />
<br />
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)<br />
<br />
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]<br />
<br />
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)<br />
<br />
Also, I rather like it that the ship doesn't have a name. It allows new clans to say "We're part of a different crew." After all, clans come and go. There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)<br />
<br />
:Well we could name them by colour, type of ship, or description of wreck like "Grey ship", "Frigate", or "Rock wrecked ship." [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Stuff===<br />
{{suggestion|<br />
suggest_type=Game mechanic|<br />
suggest_scope=Spirits|<br />
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.<br />
<br />
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your "territory."<br />
<br />
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.<br />
<br />
A few more ideas to pick and choose from:<br />
*Spirits are more powerful when working together.<br />
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.<br />
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.<br />
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|<br />
suggest_time=13:25, 19 September 2006 (UTC)|<br />
suggest_author=[[User:Zutaka|Zutaka]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Looting===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Gold|<br />
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|<br />
suggest_time=11:35, 9 November 2006|<br />
suggest_author=Nicorus|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)<br />
<br />
<br>Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Day and Night===<br />
{{suggestion|<br />
suggest_type=Game Mecanics|<br />
suggest_scope=Everyone|<br />
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|<br />
suggest_time=19:26pm/12th Nove 2006|<br />
suggest_author=Majestic[[User:Ninja|Ninja]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]<br />
<br />
Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Guildhouses===<br />
{{suggestion|<br />
suggest_type=Game Mechanic|<br />
suggest_scope=Clans|<br />
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:<br />
<br />
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut "alive" for another week. <br />
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a "medical table" where you can convert AP/XP into healing much like the scientist can do, and a "Ammo cupboard" where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|<br />
suggest_time=21:05, 26 November 2006 (UTC)|<br />
suggest_author=[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup>|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Realistically, wouldn't the contents of this "ammo cupboard" have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)<br />
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 22:22, 26 November 2006 (UTC)<br />
:Take a look at my 'temporary structure' suggestion in "misc."--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)<br />
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 04:19, 27 November 2006 (UTC)<br />
<br />
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)<br />
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 15:32, 27 November 2006 (UTC)<br />
<br />
This gives a great advantage to team players over solo players. I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)<br />
<br />
:*In the real world, working together as a team <i>does</i> have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|<font color="005555">Lantz</font>]] 22:03, 27 November 2006 (UTC)<br />
<br />
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Cupped Hands and Dumping===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=The thirsty bottleless|<br />
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|<br />
suggest_time=09:43, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use of Ranged Weapons as Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|<br />
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club. Large blowpipes can likewise deliver some damage when used as a club or cane. Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|<br />
suggest_time=03:50, 8 December 2006 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass). There should also be a chance of the weapon breaking (as per existing melee weapons).<br />
<br />
I disagree that the damage output/hit rate should be less. If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)<br />
<br />
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]<br />
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]<br />
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Renovation===<br />
{{suggestion|<br />
suggest_type=New possible action|<br />
suggest_scope=All empty huts.|<br />
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts. For instance, many clans occupy buildings and convert them to their own use. A button would become available saying something like "renovate hut." This would allow a player to type in their own flavor text for the hut. To discourage people from vandalizing the huts, the AP cost should be very high. Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut. This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern. Traders' huts and supply huts could not be modified, naturally.|<br />
suggest_time=14:40, 1 February 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)<br />
<br />
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]<br />
<br />
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]<br />
<br />
I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Major game change===<br />
{{suggestion|<br />
suggest_type=Combat|<br />
suggest_scope=Everyone|<br />
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.<br />
<br />
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.<br />
<br />
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.<br />
<br />
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.<br />
<br />
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.<br />
<br />
|<br />
suggest_time=12:30, 19 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Some comments (edited/expanded) originally posted on the forum topic:<br><br />
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints. Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.<br><br />
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage? But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character? Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?<br><br />
(D) This is a real time game. It doesn't have 'rounds'. That paradigm doesn't work on the Island. The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?<br><br />
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)<br />
<br />
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)<br />
<br />
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)<br />
::Why not both skills and armour-like items? Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that? Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)<br />
}}<br />
<br />
=== Huts: Body Dumping===<br />
{{suggestion|<br />
suggest_type=New action|<br />
suggest_scope=Everyone|<br />
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there. 1 body per 1 AP spent.|<br />
suggest_time=02:10, 13 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)<br />
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts. Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)<br />
<br />
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves<br />
<br />
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)<br />
<br />
Maybe you would get XP for burying a body. [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Villagers as NPCs===<br />
{{suggestion|<br />
suggest_type=New NPC - Villager|<br />
suggest_scope=Everyone|<br />
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off "see villagers" could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.<br />
<br />
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.<br />
<br />
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.<br />
<br />
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.<br />
<br />
4) Maxed-out players might find it more interesting.<br />
<br />
5) Players could create new camps (perhaps only maxed-out players could have this new skill, "Colonise").<br />
<br />
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|<br />
suggest_time=14:08, 14 March 2007 (GMT)|<br />
suggest_author=[[User:Apocalypso|Apocalypso]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC<br />
<br />
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!<br />
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.<br />
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)<br />
<br />
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a "wall" square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.<br />
<br />
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.<br />
<br />
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. "In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue"). -[[User:Apocalypso|Apocalypso]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Vow of Peace===<br />
{{suggestion|<br />
suggest_type=PKing opt out improvement|<br />
suggest_scope=Any characters where the player decides to opt their character out of pking|<br />
suggest_description=A vow of peace could be sought from any of the NPC Shamans. Such a vow has the following effects:<br />
<br><br><br />
(i) The character who has taken the vow cannot be attacked by another character. Any attempt to attack results in no AP consumption, and the message "such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them".<br><br />
(ii) The character who has taken the vow cannot attack another character, without confirming the attack. Confirming the attack results in immediate damage to the effect of half the character's hp - "As punishment for breaking your vow, you are wracked with pain as wounds appear on your body".<br><br />
Taking a vow of peace would require that the character sacrifice one of:<br><br />
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR<br><br />
1000 GP (only 18 characters currently have that much); OR<br><br />
2000 XP (only high level characters who've maxed out).<br />
<br><br><br />
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game. There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|<br />
suggest_time=05:41, 21 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)<br />
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)<br />
I like this, definitely needs some work though.<br />
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week? I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.<br />
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Policy Discussion===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:04, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Snakes===<br />
{{suggestion|<br />
suggest_type=Event|<br />
suggest_scope=Grasslands|<br />
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |<br />
suggest_time=02:28, 2 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments= <br />
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands. Sounds good to me. --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)<br />
<br />
::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves<br />
<br />
::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Gun Smiths===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Anyone who uses guns|<br />
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|<br />
suggest_time= 19:25, 12 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)<br />
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)<br />
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]<br />
<br />
Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see "good-quality weapons", which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Additional Ships===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Pirates/Outsiders|<br />
suggest_description=<br />
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.<br />
<br />
A few benefits:<br />
<br />
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.<br />
<br />
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.<br />
<br />
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.<br />
<br />
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders - maybe with roaming shamans nearby to assist.<br />
<br />
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.<br />
<br />
So, in summary with some suggestions on locations for other ships:<br />
<br />
<br />
1. one ship in Unity Bay near the island<br />
<br />
2. one ship in the Long Fin River delta given the number of players in the locality<br />
<br />
<br />
in addition to:<br />
<br />
3. the eastern swamp, to encourage travel to that region<br />
<br />
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets<br />
<br />
and of course:<br />
<br />
5. the flotilla at the wreck, of 3+ ships<br />
<br />
6. a ship in the water at each settlement.<br />
<br />
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|<br />
suggest_time=15 April 2007|<br />
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)<br />
<br />
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)<br />
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
<br />
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively "landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? "Climb main mast", "climb aft mast" and "Climb mizzen mast" would be options for players, all on the one square. - Dave<br />
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
::::Simon, how does Shartak handle multiple huts in the same square? If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)<br />
:::::Yes, exactly the same sort of thing. - Dave<br />
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)<br />
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least, treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native Temples===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Natives|<br />
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|<br />
suggest_time=13 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)<br />
<br />
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]<br />
<br />
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)<br />
::Actually, November -> March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)<br />
<br />
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader Shipments===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|<br />
suggest_time=11:07 April 16|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)<br />
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Class change===<br />
{{suggestion|<br />
suggest_type=Skill fettling|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.<br />
<br />
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|<br />
suggest_time=08:51, 30 April 2007 (UTC)|<br />
suggest_author=[[User:Htkl|Htkl]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)<br />
<br />
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)<br />
<br />
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote "No, no, no!" --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)<br />
<br />
I think what should happen is that everyone starts as a "general" outsider, "general" native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a "Now that you've earned over 100 XP, you can decide what class you want to specialize in." message pops up, and when you go to "Buy Skills" it gives you a "Available Specialties" button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extra Revive Option===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=people who die|<br />
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|<br />
suggest_time=May 16 13:23|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)<br />
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)<br />
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east) --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.<br />
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Well===<br />
{{suggestion|<br />
suggest_type=New inanimate object|<br />
suggest_scope=Everyone in a village|<br />
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty bucket (0AP) a message would appear "The bucket is empty. Perhaps you should fill it back up with water." <br />
<br />
The well would have an ingame graphic and would have a description of whether the bucket is down or up - "You see an old and moss covered well, it's bucket is raised to the top." / "You see an old and moss covered well, it's bucket is somewhere down below."<br />
|<br />
suggest_time=17:48, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)<br />
<br />
::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)<br />
<br />
:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Waves to erase Beach Writing===<br />
{{suggestion|<br />
suggest_type=Game tweak|<br />
suggest_scope=Writing on the Beach.|<br />
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.<br />
<br />
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|<br />
suggest_time=03:39, 23 May 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)<br />
<br />
I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pollution===<br />
{{suggestion|<br />
suggest_type=Environmental effect|<br />
suggest_scope=Litterbugs, people near them|<br />
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|<br />
suggest_time=08:00, 28 May 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Idle Characters===<br />
{{suggestion|<br />
suggest_type=Idle character event|<br />
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|<br />
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:<br />
<br />
<blockquote>"The inactivity timeline would be something like:<br />
<br><br />
Idle 1 week - you "disappear" from the map (taken steps to hide yourself from people and animals).<br />
<br><br />
1-2 weeks - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.<br />
<br><br />
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).<br />
<br><br />
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.<br />
<br><br />
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely)."</blockquote><br />
<br />
This suggestion got several positive comments from forum members.<br />
|<br />
suggest_time=11:36, 5 July 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)<br />
: I much prefer the idea the latter idea that your body would be found where or near where you were last active. I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Terrain Without Trekking Changes===<br />
{{suggestion|<br />
suggest_type=Improvement.|<br />
suggest_scope=Newbies/players without Trekking.|<br />
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |<br />
suggest_time=02:29, 26 July 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through. Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in. Walking through beaches can be tough too - sand isn't very solid and continually gives. Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.<br />
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Outposts===<br />
{{suggestion|<br />
suggest_type=Improvement!!! =p|<br />
suggest_scope=Clans and overpopulation|<br />
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|<br />
suggest_time=01:01, 2 August 2007 (UTC)|<br />
suggest_author=[[User:Pardus|Pardus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]<br />
<br />
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)<br />
<br />
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monuments===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Descriptions|<br />
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. <br><br />
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. <br><br />
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. <br><br />
This should make sure that people don't "monument spam" determined areas and at the same time it would discourage vandals to eliminate parts of history. <br><br />
Once created, monuments would display the text "There is a stone monument here. It reads" followed by the creator's message. <br><br />
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. <br><br><br />
<br />
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] <br><br><br />
<br />
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|<br />
suggest_time=16:53, 28 August 2007 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to "harvest" large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)<br />
<br />
: A pickaxe would be nice, but complicated, indeed.<br />
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.<br />
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).<br />
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)<br />
<br />
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)<br />
<br />
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:"You see a gigantic monument in the shape of (user inputed description). On it (user input details)." You can then click the details to read the long drawn out thing, for ex., it might say "On it is a brief history of Wiksik" and then you click and it has a page describing the history in colorful detail. <br />
<br />
If you start building a monument but don't have enough stones, it would say that "It appears a monument is being built here." and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.<br />
<br />
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating "yo momma" joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of "Aw, crud!" when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poll===<br />
{{suggestion|<br />
suggest_type=Active terrain|<br />
suggest_scope=Citizens|<br />
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|<br />
suggest_time=22:12, 1 September 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there? [[User:RobZombie|RobZombie]]<br />
<br />
A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Oyster Bed ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...<br />
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''<br />
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].<br />
<br />
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].<br />
<br />
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Sunken Wreck ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...<br />
:''There appears to be a large dark shape beneath you with something glinting nearby.''<br />
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.<br />
<br />
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)<br />
<br />
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Submerged Ruins ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...<br />
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''<br />
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. <br />
<br />
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pirate Talk!===<br />
{{suggestion|<br />
suggest_type=wierd pirates only thing|<br />
suggest_scope=pirates|<br />
suggest_description=<br />
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.<br />
If its turned on, the said pirate would talk like a pirate till he turns it off.|<br />
suggest_time=04:44, 19 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)<br />
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)<br />
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)<br />
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Mountain===<br />
{{suggestion|<br />
suggest_type=Environment / mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:<br />
:''Looming over you to the S is the bulk of Shartak Mountain.''<br />
:''Off in the distance E you can see Shartak Mountain.''<br />
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''<br />
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.<br />
<br />
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)<br />
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Malaria===<br />
{{suggestion|<br />
suggest_type=Disease|<br />
suggest_scope=Can affect anyone|<br />
suggest_description=This is a suggestion about implementing a disease into Shartak. Malaria, as many of you may know, is caused by mosquitos. Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected. I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected. Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move). Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice. I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.<br />
<br />
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task. |<br />
suggest_time=16:52, 21 September 2007 (UTC)|<br />
suggest_author=[[User:Roman Totale|Roman Totale]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)<br />
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)<br />
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC) <br />
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)<br />
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Change To Seance===<br />
{{suggestion|<br />
suggest_type=Altered mechanics|<br />
suggest_scope=Shaman, Villager and Settler|<br />
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.<br />
<br />
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.<br />
<br />
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)<br />
<br />
I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]<br />
<br />
:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.<br />
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)<br />
<br />
::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===A Shot at Peace===<br />
{{suggestion|<br />
suggest_type=whatever you want to think this is|<br />
suggest_scope=to peacemakers|<br />
suggest_description=<br />
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.<br />
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.<br />
<br>Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.<br />
<br>eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.<br />
<br> in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.<br />
<br>This is again to promote peace in the island.|<br />
suggest_time=12:37, 22 October 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)<br />
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)<br />
<br />
::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)<br />
<br />
One of the basic premises of the game is Natives vs Outsiders vs Pirates. A lot of players play that premise out - running a native who kills outsiders and vice versa. Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards. I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.<br><br />
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe]. If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)<br />
<br />
: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.<br />
<br> And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.<br />
<br>I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
I don't really see this as necessary, but if you want it, how about transforming this into a karma system? Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?). Each point of damage you inflict on a player subtracts that class karma points. Each point of heal you restore adds that class karma points. Once you reach a certain number of karma points, you get a bonus to healing that character class. E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10. If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal. This could help eliminate the farming aspect, or at least raise the barrier to entry. To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together). Karma could also lead to other skills, like "Intuition", to help identify people with low/high karma towards your class. And this could be used to help target those players over others - the attack drop-down in a room with many natives could list "a native", "a despicable native", and "a kindly native" for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)<br />
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan News===<br />
{{suggestion|<br />
suggest_type=Clan Organization|<br />
suggest_scope=All clans|<br />
suggest_description=Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..|<br />
suggest_time=02:37, 25 October 2007 (UTC)|<br />
suggest_author=[[User:Tomn|Tomn]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br><br />
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)<br />
<br />
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)<br />
<br />
: This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)<br />
<br />
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)<br />
<br />
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)<br />
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)<br />
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trade Quantity Control===<br />
{{suggestion|<br />
suggest_type=Trader mechanic|<br />
suggest_scope=Players trading many high value items|<br />
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|<br />
suggest_time=21:18, 26 October 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)<br />
<br />
Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say "Trade (machete) for (gold coins). Trade at least ($40) worth of goods" If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===NPC Spirits===<br />
{{suggestion|<br />
suggest_type=New class of NPC|<br />
suggest_scope=Anyone|<br />
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side. Most Europeans during the age of exploration had strong belief about the netherworld. Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more. This is just one simple suggestion, but it could lead into any number of other implementations.<br />
<br />
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har). This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now. The only difference would be that player interaction would be limited by the level of spiritual awareness. Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit. With more skills comes more awareness and potential for interaction.<br />
<br />
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own. Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits. Possibly, the overuse of shamanic skills might make some spirits more malevolent. Dabbling in the spirit world should not be taken lightly. To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced. One-shot exorcism items might be sold at Outsider trading posts. For all I know, some of the totems we already have in-game might provide some protection.<br />
<br />
Spirits might become more active at certain times (e.g. moon or seasonal cycles). Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits. There might be a few rare but powerful spirits that could be the source of quests or role playing. Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary. At the very least, even if interaction is limited, spirits could add some flavor to the game. Spirits could be the means by which NPC shamans defend themselves. The spirits of dead NPC shamans might continue to lash out at their murderers.<br />
<br />
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game. The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|<br />
suggest_time=December 23, 2007|<br />
suggest_author=Quest|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Broadening Search Results (Non-useful items)===<br />
{{suggestion|<br />
suggest_type=search mechanics|<br />
suggest_scope=Anyone|<br />
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?<br />
<br />
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.<br />
<br />
So, in searching the med hut in Durham:<br />
<br />
You search and find a first aid kit.<br />
You search and find a yellow silk parasol.<br />
You search and find a gold coin.<br />
You search and find a monocle.<br />
You search and find a bicycle wheel.<br />
You search and find a first aid kit.<br />
You search and find a gramophone.<br />
You search and find a blunt knife.<br />
You search and find a soup soon.<br />
You search and find an empty bottle.<br />
You search and find an oyster shucker.<br />
You search and find a first aid kit.<br />
You search and find a lace corset.<br />
You search and find a first aid kit.<br />
You search and find an ice pick.<br />
<br />
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. <br />
<br />
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.<br />
<br />
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that. <br />
<br />
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.<br />
<br />
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want "luxury" items.|<br />
suggest_time=2 January 2008|<br />
suggest_author=Ibn al Xuffasch|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit. If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)<br />
<br />
I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drunkness===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Anyone|<br />
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:<br />
* Sober (0-10%): Nothing special here.<br />
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.<br />
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally "h"s are added after "s"es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)<br />
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.<br />
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |<br />
suggest_time=03:53, 4 January 2008 (UTC)|<br />
suggest_author=[[User:Baliame|Baliame]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cross References:<br />
* [[Suggestions:Items#Absinth]]<br />
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]<br />
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)<br />
<br />
* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fishing (Net) & Shoals ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=I know that "Fishing" as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.<br />
<br />
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.<br />
<br />
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new "animal", a shoal of fish. These could be small or large with the number of netted fish changing between.<br />
<br />
Flavour text:<br />
<br />
No Shoal: "You cast your net but the waters are empty."<br />
<br />
Small Shoal: "Casting your net amongst the shoal you are rewarded with X Fish" where X=1-3<br />
<br />
Large Shoal: "Casting your net amongst the shoal you are rewarded with Y Fish" where Y=3-6<br />
<br />
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.<br />
<br />
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).<br />
<br />
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.<br />
|<br />
suggest_time=13:50, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Milking Snake Venom ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.<br />
<br />
Flavour text: "You carefully milk the snakes, white venom trickles into the bottle"<br />
<br />
(After milking snakes for venom you would automatically have released them.)<br />
<br />
The high search times required to harvest these animals would be offset by relatively high trader prices.<br />
<br />
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.<br />
<br />
|<br />
suggest_time=13:56, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Dehydration===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.<br />
<br />
I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup<br />
<br />
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)<br />
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. <br />
<br />
::We have a death clock? I haven't noticed. What does it do?<br />
<br />
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.<br />
<br />
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. <br />
<br />
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)<br />
<br />
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)<br />
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. <br />
<br />
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. <br />
<br />
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.<br />
<br />
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)<br />
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Cooking ===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Animal Corpses===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.<br />
<br />
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.<br />
<br />
Suggested corpse sizes:<br />
<br />
TIGER - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
MONKEY - inventory 2<br />
<br />
ELEPHANT - cannot be carried or floated<br />
<br />
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
PARROT - inventory 1<br />
<br />
SHARGLE - inventory 2<br />
<br />
SQUID - cannot be carried or floated<br />
<br />
RAT - inventory 1<br />
<br />
BEAR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry<br />
<br />
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
<br />
Suggested food values and volumes:<br />
<br />
TIGER - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
MONKEY - food value 2HP, food volume 2, trophy value 1 GC<br />
<br />
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC<br />
<br />
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
PARROT - food value 1HP, food volume 1, trophy value 1 GC<br />
<br />
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC<br />
<br />
SQUID - food value 3HP, food volume 75, trophy value 5 GC<br />
<br />
RAT - food value 1HP, food volume 1, trophy value 0 GC<br />
<br />
BEAR - food value 3HP, food volume 10, trophy value 5 GC<br />
<br />
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC<br />
<br />
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC<br />
<br />
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC<br />
<br />
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC<br />
<br />
<br />
<br />
Suggested trophies:<br />
<br />
TIGER - skin, teeth, claws<br />
<br />
MONKEY - paw<br />
<br />
ELEPHANT - tusks<br />
<br />
ALLIGATOR - skin<br />
<br />
PARROT - feathers<br />
<br />
SHARGLE - claw, feathers<br />
<br />
SQUID - ink sac<br />
<br />
RAT - none<br />
<br />
BEAR - skin, teeth, claws<br />
<br />
LARGE DEER - skin<br />
<br />
SMALL DEER - skin<br />
<br />
LARGE STAG - skin, antlers<br />
<br />
WILD BOAR - skin, tusks<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)<br />
<br />
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diseases and other such Inconvinient Things===<br />
{{suggestion|<br />
suggest_type=an inconvinience :D|<br />
suggest_scope=Anyone who isn't dead|<br />
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.<br>I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.<br><br />
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration <br><br />
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|<br />
suggest_time=00:45, 8 July 2008 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? <br />
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. <br />
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?<br />
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)<br />
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)<br />
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying "infected", and when other characters see them "____ looks extremely ill"). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called "Treatment" in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)<br />
**Ok, think this:<br />
(i give recomended numbers, nothing exact)<br />
<br />
---Chance to catching disease:<br />
<br />
<5% - Moving in a swamp<br />
<br />
<5% - Hit by a alligator (hungry ones too)<br />
<br />
<5% - Hit by a bear<br />
<br />
<5% - hit by a tiger (ferious ones too)<br />
<br />
>5% - hit by a rat<br />
<br />
(Any more animals?)<br />
<br />
>(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies<br />
<br />
<5% - Bitten by a shark<br />
<br />
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)<br />
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)<br />
<br />
---New suggested skills:<br />
<br />
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?<br />
<br />
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to "burn" bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. <br />
<br />
---Infection effect (after the x hours): <br />
<br />
-Higher AP cost for moving, chopping jungle, combat etc...<br />
<br />
-deals damage just like shark bites<br />
<br />
-Every server-tick/hour(dunno what) there's a small chance (<5%) of dieing and also a small chance (<2%) of being cured, and deals 1 damage. <br />
<br />
-Anything more?<br />
<br />
By: he and <he> , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)<br />
<br />
*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new "server day" (e.g. when the iphit gets reset) instead? I particularly like the 24 hour incubation time.-[[User:Big Kahuuna|Big Kahuuna]] 18:17, 12 October 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghost Ship===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=Pirate class|<br />
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:<br />
<br />
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)<br />
:*a heavy cutlass that delivers 5 HP damage per hit<br />
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)<br />
:*dodges in combat (as per existing NPC shaman)<br />
<br />
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.<br />
<br />
Suggested flavour text when at the Ghost Ship's location:<br />
<br />
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''<br />
<br />
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.<br />
<br />
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).<br />
<br />
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)<br />
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===More bats in caves===<br />
{{suggestion|<br />
suggest_type=Added fauna|<br />
suggest_scope=Cave tiles|<br />
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|<br />
suggest_time=11:27, 8 October 2008 (UTC)|<br />
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=18895Suggestions:Game mechanics2008-10-12T18:16:40Z<p>Big Kahuuna: /* Diseases and other such Inconvinient Things */</p>
<hr />
<div>{{Suggestions header|page_type=Game mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
<br />
=== Conversion ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler.|<br />
suggest_time=23:22, 16 February 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response to this idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Capturing villages ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|<br />
suggest_time=03:41, 1 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
** Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Unique skills ===<br />
{{suggestion|<br />
suggest_type=Skill, balance change, improvement, etc|<br />
suggest_scope=Who or what it applies to|<br />
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|<br />
suggest_time=02:34, 5 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
<br />
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
<br />
*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native & outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)<br />
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
*Amateur Catching Skills (adds 10%)<br />
**Catching Skills (adds 15%, doesnt stack)<br />
***Taming Skills (adds 30%)<br />
*Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<br />
<br />
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)<br />
*1. Create several new skills, with Animal Affinity as a prerequisite:<br />
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. <br />
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. <br />
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.<br />
*2. Create an item called "Animal Feed". It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Auto Attack ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.|<br />
suggest_time=02:34, 20 March 2006 (GMT)|<br />
suggest_author=[[User:Qberry|Qberry]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
*You snooze, you lose. I mean, it wouldn't make sense if you can fight while you're asleep, right? Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
''Edit'':<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat|<br />
suggest_time=06:42, 29 March 2006 (BST)|<br />
suggest_author=[[User:Slith|Slith]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship. It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)<br />
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.<br />
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.<br />
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.<br />
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.<br />
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP "Build" button and a dropdown box for all boats on the square. ("[Build] <nothing / Ye Olde Boat> with a piece of driftwood.") After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. ("[Start building] a new boat named [text input].")<br />
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. <br />
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so. I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks). One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
<br />
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)<br />
<br />
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.<br />
<br />
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monsoon===<br />
{{suggestion|<br />
suggest_type=event|<br />
suggest_scope=all|<br />
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|<br />
suggest_time=17:28, 16 July 2006 (EST)|<br />
suggest_author=Aco|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)<br />
<br />
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, "The wind howls about you and the rain drives fiercely", to all outdoor descriptions. Add "The deadly storm rages just outside. You don't know how long this little hut can survive." to indoor descriptions. He could also temporarily expand the range of "sharks" to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to "A piece of flying debris injures you." This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)<br />
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Identification of strangers===<br />
{{suggestion|<br />
suggest_type=Ability|<br />
suggest_scope=Identification of strangers|<br />
suggest_description=As a native, I would like an "Identify an outsider" button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.<br />
<br />
Identification would cost 1 AP. Flavor text could be something like<br />
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.<br />
<br />
I estimate that this change will have the following effects:<br />
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less "gratuitous cross-class violence" (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.<br />
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current "peace tax".<br />
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.<br />
<br />
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|<br />
suggest_time=06:18, 28 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006. [[User:Black Joe|Black Joe]]<br />
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)<br />
** "I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying." I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drowning===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Environment|<br />
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water "drowning damage" comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either "drowning damage" or instant drowning after 3 hours - with a message "you have drowned". <br />
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|<br />
suggest_time=22:10, 1 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)<br />
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pigeon postal service===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Outsiders (I imagine a different version for Natives|<br />
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently) no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).<br />
<br />
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' <br />
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''<br />
*''The post woman takes your letter and smiles knowingly.''<br />
<br />
The idea may need some tweaking but this is just a suggestion on how to create in game messages. <br />
|<br />
suggest_time=17:06, 18 August 2006 (UTC)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)<br />
<br />
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)<br />
<br />
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Climbable Trees and high areas===<br />
{{suggestion|<br />
suggest_type=Game mechanics and Skill|<br />
suggest_scope=Environment|<br />
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can "climb" into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to "hide" from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message "you spot *name* hiding in the canopy above you"). Also players will be able to jump from tree to tree for 2AP. Now, onto the "other bonus" mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving "high areas" more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to "see" the number of people to the north, east, south and west - this will include areas such as north-east and south-west as "north" will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button "lookout" which would display the following text-<br />
"You scan the horizons -<br />
North - You see 1 native nearby.<br />
East - You see 6 pirates nearby. You see 3 pirates in the distance.<br />
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.<br />
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance."<br />
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.<br />
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!<br />
|<br />
suggest_time=11:49, 21 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like "You climb a tree. [down]" as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3 area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)<br />
<br />
To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to "search". There would be a button that would "list" each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)<br />
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&cy=26343&dn=1&zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.<br />
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
<br />
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:<br />
<<Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?>><br />
<<Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker>><br />
<<Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...>><br />
<<Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.>> ([http://shartak.forumsplace.com/message-152-15.html From here]).<br />
<br>- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP "Lookout" ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. ("You climb a tree for a moment and see someone to the northeast.") But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler "lookout" action will work about as well. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)<br />
<br />
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Importance of the Islands of Shartak===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Environment|<br />
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the "New Strategic Location on Island" suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|<br />
suggest_time=16:00, 23 August 2006 (UTC)|<br />
suggest_author=[[User:Gandhi|Gandhi]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Possible animals:<br />
*Gorillas - stronger than a monkey, hit harder<br />
*Rhinos - less HP than elephants, but more aggressive and hit harder<br />
Or Mythical/Exotic Creatures:<br />
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed<br />
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.<br />
*Big foot - from adjacent squares, it is seen as "An Outsider" but once on the same square, he appears as Big Foot. Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)<br />
<br />
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)<br />
<br />
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message huts===<br />
{{suggestion|<br />
suggest_type=Communications|<br />
suggest_scope=Players in camps|<br />
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.<br />
<br />
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)<br />
<br />
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |<br />
suggest_time=05:12, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - "Trader Toe says, 'Have you been to the message hut lately? I hear you have a message there.'" Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan Bonuses===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description= If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership. I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment. What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:<br />
<br />
*''Search Bonus'': 5% added to base search odds.<br />
*''Melee Bonus'': 5% added to melee accuracy.<br />
*''Range Bonus'': 5% added to firearms accuracy.<br />
*''Plunder Bonus'': 10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).<br />
*''Explore Bonus'': 5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.<br />
*''Faith Bonus'': 5% evasion to spirit attacks.<br />
*''Hunter Bonus'': +1 damage to any animal<br />
<br />
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|<br />
suggest_time=19:11, 7 September 2006 (UTC)|<br />
suggest_author=[[User:John Sevier|John Sevier]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)<br />
<br />
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll). What problem is this supposed to solve? If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say? i don't like management). This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)<br />
: Excellent points, both of you! Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too. I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play. The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks. This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing. In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair. In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount. The purpose of this suggestion is to enliven the clan system, not to punish anyone. Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile. Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing). Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)? Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance. Looking forward to hearing more on this. --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) <br />
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Additional Pirate Ships===<br />
{{suggestion|<br />
suggest_type=Dividing the growing pirate population|<br />
suggest_scope=Pirates|<br />
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|<br />
suggest_time=11:25, 17 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]<br />
<br />
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)<br />
<br />
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]<br />
<br />
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)<br />
<br />
Also, I rather like it that the ship doesn't have a name. It allows new clans to say "We're part of a different crew." After all, clans come and go. There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)<br />
<br />
:Well we could name them by colour, type of ship, or description of wreck like "Grey ship", "Frigate", or "Rock wrecked ship." [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Stuff===<br />
{{suggestion|<br />
suggest_type=Game mechanic|<br />
suggest_scope=Spirits|<br />
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.<br />
<br />
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your "territory."<br />
<br />
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.<br />
<br />
A few more ideas to pick and choose from:<br />
*Spirits are more powerful when working together.<br />
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.<br />
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.<br />
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|<br />
suggest_time=13:25, 19 September 2006 (UTC)|<br />
suggest_author=[[User:Zutaka|Zutaka]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Looting===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Gold|<br />
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|<br />
suggest_time=11:35, 9 November 2006|<br />
suggest_author=Nicorus|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)<br />
<br />
<br>Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Day and Night===<br />
{{suggestion|<br />
suggest_type=Game Mecanics|<br />
suggest_scope=Everyone|<br />
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|<br />
suggest_time=19:26pm/12th Nove 2006|<br />
suggest_author=Majestic[[User:Ninja|Ninja]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]<br />
<br />
Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Guildhouses===<br />
{{suggestion|<br />
suggest_type=Game Mechanic|<br />
suggest_scope=Clans|<br />
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:<br />
<br />
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut "alive" for another week. <br />
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a "medical table" where you can convert AP/XP into healing much like the scientist can do, and a "Ammo cupboard" where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|<br />
suggest_time=21:05, 26 November 2006 (UTC)|<br />
suggest_author=[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup>|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Realistically, wouldn't the contents of this "ammo cupboard" have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)<br />
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 22:22, 26 November 2006 (UTC)<br />
:Take a look at my 'temporary structure' suggestion in "misc."--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)<br />
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 04:19, 27 November 2006 (UTC)<br />
<br />
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)<br />
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 15:32, 27 November 2006 (UTC)<br />
<br />
This gives a great advantage to team players over solo players. I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)<br />
<br />
:*In the real world, working together as a team <i>does</i> have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|<font color="005555">Lantz</font>]] 22:03, 27 November 2006 (UTC)<br />
<br />
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Cupped Hands and Dumping===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=The thirsty bottleless|<br />
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|<br />
suggest_time=09:43, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use of Ranged Weapons as Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|<br />
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club. Large blowpipes can likewise deliver some damage when used as a club or cane. Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|<br />
suggest_time=03:50, 8 December 2006 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass). There should also be a chance of the weapon breaking (as per existing melee weapons).<br />
<br />
I disagree that the damage output/hit rate should be less. If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)<br />
<br />
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]<br />
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]<br />
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Renovation===<br />
{{suggestion|<br />
suggest_type=New possible action|<br />
suggest_scope=All empty huts.|<br />
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts. For instance, many clans occupy buildings and convert them to their own use. A button would become available saying something like "renovate hut." This would allow a player to type in their own flavor text for the hut. To discourage people from vandalizing the huts, the AP cost should be very high. Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut. This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern. Traders' huts and supply huts could not be modified, naturally.|<br />
suggest_time=14:40, 1 February 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)<br />
<br />
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]<br />
<br />
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]<br />
<br />
I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Major game change===<br />
{{suggestion|<br />
suggest_type=Combat|<br />
suggest_scope=Everyone|<br />
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.<br />
<br />
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.<br />
<br />
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.<br />
<br />
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.<br />
<br />
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.<br />
<br />
|<br />
suggest_time=12:30, 19 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Some comments (edited/expanded) originally posted on the forum topic:<br><br />
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints. Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.<br><br />
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage? But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character? Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?<br><br />
(D) This is a real time game. It doesn't have 'rounds'. That paradigm doesn't work on the Island. The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?<br><br />
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)<br />
<br />
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)<br />
<br />
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)<br />
::Why not both skills and armour-like items? Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that? Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)<br />
}}<br />
<br />
=== Huts: Body Dumping===<br />
{{suggestion|<br />
suggest_type=New action|<br />
suggest_scope=Everyone|<br />
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there. 1 body per 1 AP spent.|<br />
suggest_time=02:10, 13 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)<br />
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts. Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)<br />
<br />
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves<br />
<br />
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)<br />
<br />
Maybe you would get XP for burying a body. [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Villagers as NPCs===<br />
{{suggestion|<br />
suggest_type=New NPC - Villager|<br />
suggest_scope=Everyone|<br />
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off "see villagers" could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.<br />
<br />
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.<br />
<br />
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.<br />
<br />
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.<br />
<br />
4) Maxed-out players might find it more interesting.<br />
<br />
5) Players could create new camps (perhaps only maxed-out players could have this new skill, "Colonise").<br />
<br />
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|<br />
suggest_time=14:08, 14 March 2007 (GMT)|<br />
suggest_author=[[User:Apocalypso|Apocalypso]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC<br />
<br />
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!<br />
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.<br />
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)<br />
<br />
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a "wall" square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.<br />
<br />
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.<br />
<br />
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. "In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue"). -[[User:Apocalypso|Apocalypso]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Vow of Peace===<br />
{{suggestion|<br />
suggest_type=PKing opt out improvement|<br />
suggest_scope=Any characters where the player decides to opt their character out of pking|<br />
suggest_description=A vow of peace could be sought from any of the NPC Shamans. Such a vow has the following effects:<br />
<br><br><br />
(i) The character who has taken the vow cannot be attacked by another character. Any attempt to attack results in no AP consumption, and the message "such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them".<br><br />
(ii) The character who has taken the vow cannot attack another character, without confirming the attack. Confirming the attack results in immediate damage to the effect of half the character's hp - "As punishment for breaking your vow, you are wracked with pain as wounds appear on your body".<br><br />
Taking a vow of peace would require that the character sacrifice one of:<br><br />
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR<br><br />
1000 GP (only 18 characters currently have that much); OR<br><br />
2000 XP (only high level characters who've maxed out).<br />
<br><br><br />
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game. There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|<br />
suggest_time=05:41, 21 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)<br />
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)<br />
I like this, definitely needs some work though.<br />
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week? I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.<br />
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Policy Discussion===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:04, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Snakes===<br />
{{suggestion|<br />
suggest_type=Event|<br />
suggest_scope=Grasslands|<br />
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |<br />
suggest_time=02:28, 2 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments= <br />
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands. Sounds good to me. --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)<br />
<br />
::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves<br />
<br />
::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Gun Smiths===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Anyone who uses guns|<br />
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|<br />
suggest_time= 19:25, 12 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)<br />
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)<br />
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]<br />
<br />
Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see "good-quality weapons", which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Additional Ships===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Pirates/Outsiders|<br />
suggest_description=<br />
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.<br />
<br />
A few benefits:<br />
<br />
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.<br />
<br />
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.<br />
<br />
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.<br />
<br />
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders - maybe with roaming shamans nearby to assist.<br />
<br />
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.<br />
<br />
So, in summary with some suggestions on locations for other ships:<br />
<br />
<br />
1. one ship in Unity Bay near the island<br />
<br />
2. one ship in the Long Fin River delta given the number of players in the locality<br />
<br />
<br />
in addition to:<br />
<br />
3. the eastern swamp, to encourage travel to that region<br />
<br />
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets<br />
<br />
and of course:<br />
<br />
5. the flotilla at the wreck, of 3+ ships<br />
<br />
6. a ship in the water at each settlement.<br />
<br />
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|<br />
suggest_time=15 April 2007|<br />
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)<br />
<br />
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)<br />
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
<br />
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively "landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? "Climb main mast", "climb aft mast" and "Climb mizzen mast" would be options for players, all on the one square. - Dave<br />
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
::::Simon, how does Shartak handle multiple huts in the same square? If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)<br />
:::::Yes, exactly the same sort of thing. - Dave<br />
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)<br />
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least, treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native Temples===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Natives|<br />
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|<br />
suggest_time=13 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)<br />
<br />
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]<br />
<br />
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)<br />
::Actually, November -> March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)<br />
<br />
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader Shipments===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|<br />
suggest_time=11:07 April 16|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)<br />
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Class change===<br />
{{suggestion|<br />
suggest_type=Skill fettling|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.<br />
<br />
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|<br />
suggest_time=08:51, 30 April 2007 (UTC)|<br />
suggest_author=[[User:Htkl|Htkl]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)<br />
<br />
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)<br />
<br />
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote "No, no, no!" --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)<br />
<br />
I think what should happen is that everyone starts as a "general" outsider, "general" native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a "Now that you've earned over 100 XP, you can decide what class you want to specialize in." message pops up, and when you go to "Buy Skills" it gives you a "Available Specialties" button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extra Revive Option===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=people who die|<br />
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|<br />
suggest_time=May 16 13:23|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)<br />
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)<br />
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east) --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.<br />
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Well===<br />
{{suggestion|<br />
suggest_type=New inanimate object|<br />
suggest_scope=Everyone in a village|<br />
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty bucket (0AP) a message would appear "The bucket is empty. Perhaps you should fill it back up with water." <br />
<br />
The well would have an ingame graphic and would have a description of whether the bucket is down or up - "You see an old and moss covered well, it's bucket is raised to the top." / "You see an old and moss covered well, it's bucket is somewhere down below."<br />
|<br />
suggest_time=17:48, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)<br />
<br />
::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)<br />
<br />
:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Waves to erase Beach Writing===<br />
{{suggestion|<br />
suggest_type=Game tweak|<br />
suggest_scope=Writing on the Beach.|<br />
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.<br />
<br />
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|<br />
suggest_time=03:39, 23 May 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)<br />
<br />
I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pollution===<br />
{{suggestion|<br />
suggest_type=Environmental effect|<br />
suggest_scope=Litterbugs, people near them|<br />
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|<br />
suggest_time=08:00, 28 May 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Idle Characters===<br />
{{suggestion|<br />
suggest_type=Idle character event|<br />
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|<br />
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:<br />
<br />
<blockquote>"The inactivity timeline would be something like:<br />
<br><br />
Idle 1 week - you "disappear" from the map (taken steps to hide yourself from people and animals).<br />
<br><br />
1-2 weeks - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.<br />
<br><br />
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).<br />
<br><br />
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.<br />
<br><br />
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely)."</blockquote><br />
<br />
This suggestion got several positive comments from forum members.<br />
|<br />
suggest_time=11:36, 5 July 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)<br />
: I much prefer the idea the latter idea that your body would be found where or near where you were last active. I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Terrain Without Trekking Changes===<br />
{{suggestion|<br />
suggest_type=Improvement.|<br />
suggest_scope=Newbies/players without Trekking.|<br />
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |<br />
suggest_time=02:29, 26 July 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through. Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in. Walking through beaches can be tough too - sand isn't very solid and continually gives. Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.<br />
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Outposts===<br />
{{suggestion|<br />
suggest_type=Improvement!!! =p|<br />
suggest_scope=Clans and overpopulation|<br />
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|<br />
suggest_time=01:01, 2 August 2007 (UTC)|<br />
suggest_author=[[User:Pardus|Pardus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]<br />
<br />
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)<br />
<br />
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monuments===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Descriptions|<br />
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. <br><br />
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. <br><br />
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. <br><br />
This should make sure that people don't "monument spam" determined areas and at the same time it would discourage vandals to eliminate parts of history. <br><br />
Once created, monuments would display the text "There is a stone monument here. It reads" followed by the creator's message. <br><br />
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. <br><br><br />
<br />
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] <br><br><br />
<br />
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|<br />
suggest_time=16:53, 28 August 2007 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to "harvest" large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)<br />
<br />
: A pickaxe would be nice, but complicated, indeed.<br />
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.<br />
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).<br />
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)<br />
<br />
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)<br />
<br />
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:"You see a gigantic monument in the shape of (user inputed description). On it (user input details)." You can then click the details to read the long drawn out thing, for ex., it might say "On it is a brief history of Wiksik" and then you click and it has a page describing the history in colorful detail. <br />
<br />
If you start building a monument but don't have enough stones, it would say that "It appears a monument is being built here." and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.<br />
<br />
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating "yo momma" joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of "Aw, crud!" when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poll===<br />
{{suggestion|<br />
suggest_type=Active terrain|<br />
suggest_scope=Citizens|<br />
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|<br />
suggest_time=22:12, 1 September 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there? [[User:RobZombie|RobZombie]]<br />
<br />
A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Oyster Bed ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...<br />
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''<br />
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].<br />
<br />
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].<br />
<br />
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Sunken Wreck ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...<br />
:''There appears to be a large dark shape beneath you with something glinting nearby.''<br />
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.<br />
<br />
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)<br />
<br />
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Submerged Ruins ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...<br />
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''<br />
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. <br />
<br />
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pirate Talk!===<br />
{{suggestion|<br />
suggest_type=wierd pirates only thing|<br />
suggest_scope=pirates|<br />
suggest_description=<br />
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.<br />
If its turned on, the said pirate would talk like a pirate till he turns it off.|<br />
suggest_time=04:44, 19 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)<br />
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)<br />
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)<br />
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Mountain===<br />
{{suggestion|<br />
suggest_type=Environment / mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:<br />
:''Looming over you to the S is the bulk of Shartak Mountain.''<br />
:''Off in the distance E you can see Shartak Mountain.''<br />
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''<br />
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.<br />
<br />
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)<br />
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Malaria===<br />
{{suggestion|<br />
suggest_type=Disease|<br />
suggest_scope=Can affect anyone|<br />
suggest_description=This is a suggestion about implementing a disease into Shartak. Malaria, as many of you may know, is caused by mosquitos. Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected. I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected. Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move). Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice. I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.<br />
<br />
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task. |<br />
suggest_time=16:52, 21 September 2007 (UTC)|<br />
suggest_author=[[User:Roman Totale|Roman Totale]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)<br />
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)<br />
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC) <br />
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)<br />
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Change To Seance===<br />
{{suggestion|<br />
suggest_type=Altered mechanics|<br />
suggest_scope=Shaman, Villager and Settler|<br />
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.<br />
<br />
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.<br />
<br />
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)<br />
<br />
I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]<br />
<br />
:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.<br />
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)<br />
<br />
::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===A Shot at Peace===<br />
{{suggestion|<br />
suggest_type=whatever you want to think this is|<br />
suggest_scope=to peacemakers|<br />
suggest_description=<br />
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.<br />
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.<br />
<br>Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.<br />
<br>eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.<br />
<br> in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.<br />
<br>This is again to promote peace in the island.|<br />
suggest_time=12:37, 22 October 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)<br />
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)<br />
<br />
::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)<br />
<br />
One of the basic premises of the game is Natives vs Outsiders vs Pirates. A lot of players play that premise out - running a native who kills outsiders and vice versa. Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards. I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.<br><br />
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe]. If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)<br />
<br />
: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.<br />
<br> And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.<br />
<br>I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
I don't really see this as necessary, but if you want it, how about transforming this into a karma system? Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?). Each point of damage you inflict on a player subtracts that class karma points. Each point of heal you restore adds that class karma points. Once you reach a certain number of karma points, you get a bonus to healing that character class. E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10. If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal. This could help eliminate the farming aspect, or at least raise the barrier to entry. To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together). Karma could also lead to other skills, like "Intuition", to help identify people with low/high karma towards your class. And this could be used to help target those players over others - the attack drop-down in a room with many natives could list "a native", "a despicable native", and "a kindly native" for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)<br />
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan News===<br />
{{suggestion|<br />
suggest_type=Clan Organization|<br />
suggest_scope=All clans|<br />
suggest_description=Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..|<br />
suggest_time=02:37, 25 October 2007 (UTC)|<br />
suggest_author=[[User:Tomn|Tomn]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br><br />
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)<br />
<br />
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)<br />
<br />
: This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)<br />
<br />
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)<br />
<br />
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)<br />
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)<br />
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trade Quantity Control===<br />
{{suggestion|<br />
suggest_type=Trader mechanic|<br />
suggest_scope=Players trading many high value items|<br />
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|<br />
suggest_time=21:18, 26 October 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)<br />
<br />
Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say "Trade (machete) for (gold coins). Trade at least ($40) worth of goods" If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===NPC Spirits===<br />
{{suggestion|<br />
suggest_type=New class of NPC|<br />
suggest_scope=Anyone|<br />
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side. Most Europeans during the age of exploration had strong belief about the netherworld. Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more. This is just one simple suggestion, but it could lead into any number of other implementations.<br />
<br />
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har). This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now. The only difference would be that player interaction would be limited by the level of spiritual awareness. Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit. With more skills comes more awareness and potential for interaction.<br />
<br />
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own. Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits. Possibly, the overuse of shamanic skills might make some spirits more malevolent. Dabbling in the spirit world should not be taken lightly. To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced. One-shot exorcism items might be sold at Outsider trading posts. For all I know, some of the totems we already have in-game might provide some protection.<br />
<br />
Spirits might become more active at certain times (e.g. moon or seasonal cycles). Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits. There might be a few rare but powerful spirits that could be the source of quests or role playing. Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary. At the very least, even if interaction is limited, spirits could add some flavor to the game. Spirits could be the means by which NPC shamans defend themselves. The spirits of dead NPC shamans might continue to lash out at their murderers.<br />
<br />
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game. The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|<br />
suggest_time=December 23, 2007|<br />
suggest_author=Quest|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Broadening Search Results (Non-useful items)===<br />
{{suggestion|<br />
suggest_type=search mechanics|<br />
suggest_scope=Anyone|<br />
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?<br />
<br />
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.<br />
<br />
So, in searching the med hut in Durham:<br />
<br />
You search and find a first aid kit.<br />
You search and find a yellow silk parasol.<br />
You search and find a gold coin.<br />
You search and find a monocle.<br />
You search and find a bicycle wheel.<br />
You search and find a first aid kit.<br />
You search and find a gramophone.<br />
You search and find a blunt knife.<br />
You search and find a soup soon.<br />
You search and find an empty bottle.<br />
You search and find an oyster shucker.<br />
You search and find a first aid kit.<br />
You search and find a lace corset.<br />
You search and find a first aid kit.<br />
You search and find an ice pick.<br />
<br />
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. <br />
<br />
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.<br />
<br />
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that. <br />
<br />
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.<br />
<br />
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want "luxury" items.|<br />
suggest_time=2 January 2008|<br />
suggest_author=Ibn al Xuffasch|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit. If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)<br />
<br />
I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drunkness===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Anyone|<br />
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:<br />
* Sober (0-10%): Nothing special here.<br />
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.<br />
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally "h"s are added after "s"es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)<br />
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.<br />
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |<br />
suggest_time=03:53, 4 January 2008 (UTC)|<br />
suggest_author=[[User:Baliame|Baliame]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cross References:<br />
* [[Suggestions:Items#Absinth]]<br />
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]<br />
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)<br />
<br />
* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fishing (Net) & Shoals ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=I know that "Fishing" as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.<br />
<br />
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.<br />
<br />
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new "animal", a shoal of fish. These could be small or large with the number of netted fish changing between.<br />
<br />
Flavour text:<br />
<br />
No Shoal: "You cast your net but the waters are empty."<br />
<br />
Small Shoal: "Casting your net amongst the shoal you are rewarded with X Fish" where X=1-3<br />
<br />
Large Shoal: "Casting your net amongst the shoal you are rewarded with Y Fish" where Y=3-6<br />
<br />
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.<br />
<br />
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).<br />
<br />
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.<br />
|<br />
suggest_time=13:50, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Milking Snake Venom ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.<br />
<br />
Flavour text: "You carefully milk the snakes, white venom trickles into the bottle"<br />
<br />
(After milking snakes for venom you would automatically have released them.)<br />
<br />
The high search times required to harvest these animals would be offset by relatively high trader prices.<br />
<br />
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.<br />
<br />
|<br />
suggest_time=13:56, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Dehydration===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.<br />
<br />
I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup<br />
<br />
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)<br />
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. <br />
<br />
::We have a death clock? I haven't noticed. What does it do?<br />
<br />
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.<br />
<br />
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. <br />
<br />
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)<br />
<br />
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)<br />
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. <br />
<br />
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. <br />
<br />
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.<br />
<br />
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)<br />
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Cooking ===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Animal Corpses===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.<br />
<br />
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.<br />
<br />
Suggested corpse sizes:<br />
<br />
TIGER - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
MONKEY - inventory 2<br />
<br />
ELEPHANT - cannot be carried or floated<br />
<br />
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
PARROT - inventory 1<br />
<br />
SHARGLE - inventory 2<br />
<br />
SQUID - cannot be carried or floated<br />
<br />
RAT - inventory 1<br />
<br />
BEAR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry<br />
<br />
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
<br />
Suggested food values and volumes:<br />
<br />
TIGER - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
MONKEY - food value 2HP, food volume 2, trophy value 1 GC<br />
<br />
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC<br />
<br />
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
PARROT - food value 1HP, food volume 1, trophy value 1 GC<br />
<br />
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC<br />
<br />
SQUID - food value 3HP, food volume 75, trophy value 5 GC<br />
<br />
RAT - food value 1HP, food volume 1, trophy value 0 GC<br />
<br />
BEAR - food value 3HP, food volume 10, trophy value 5 GC<br />
<br />
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC<br />
<br />
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC<br />
<br />
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC<br />
<br />
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC<br />
<br />
<br />
<br />
Suggested trophies:<br />
<br />
TIGER - skin, teeth, claws<br />
<br />
MONKEY - paw<br />
<br />
ELEPHANT - tusks<br />
<br />
ALLIGATOR - skin<br />
<br />
PARROT - feathers<br />
<br />
SHARGLE - claw, feathers<br />
<br />
SQUID - ink sac<br />
<br />
RAT - none<br />
<br />
BEAR - skin, teeth, claws<br />
<br />
LARGE DEER - skin<br />
<br />
SMALL DEER - skin<br />
<br />
LARGE STAG - skin, antlers<br />
<br />
WILD BOAR - skin, tusks<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)<br />
<br />
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diseases and other such Inconvinient Things===<br />
{{suggestion|<br />
suggest_type=an inconvinience :D|<br />
suggest_scope=Anyone who isn't dead|<br />
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.<br>I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.<br><br />
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration <br><br />
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|<br />
suggest_time=00:45, 8 July 2008 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? <br />
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. <br />
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?<br />
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)<br />
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)<br />
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying "infected", and when other characters see them "____ looks extremely ill"). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called "Treatment" in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)<br />
**Ok, think this:<br />
(i give recomended numbers, nothing exact)<br />
<br />
---Chance to catching disease:<br />
<br />
<5% - Moving in a swamp<br />
<br />
<5% - Hit by a alligator (hungry ones too)<br />
<br />
<5% - Hit by a bear<br />
<br />
<5% - hit by a tiger (ferious ones too)<br />
<br />
>5% - hit by a rat<br />
<br />
(Any more animals?)<br />
<br />
>(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies<br />
<br />
<5% - Bitten by a shark<br />
<br />
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)<br />
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)<br />
<br />
---New suggested skills:<br />
<br />
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?<br />
<br />
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to "burn" bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. <br />
<br />
---Infection effect (after the x hours): <br />
<br />
-Higher AP cost for moving, chopping jungle, combat etc...<br />
<br />
-deals damage just like shark bites<br />
<br />
-Every server-tick/hour(dunno what) there's a small chance (<5%) of dieing and also a small chance (<2%) of being cured, and deals 1 damage. <br />
<br />
-Anything more?<br />
<br />
By: he and <he> , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)<br />
<br />
*I wouldn't add as many of the animals. Just the normal pestbearers: Rats, bats and birds (parrots). Instead of making tigers and sharks give you the disease, instead add a disease ticker when you have an open wound from one of them. So for instance if you've been slashed by a tiger and you're bleeding there is a chance, besides loosing one hp, that your wounds afflict you with a disease. Also, in the above numbers, make the swamps more prone to give out disease. More than five rather than less. Moreover It's too harsh to BOTH loose AP and HP/move. Maybe higher ap-cost and 5hp loss per new "server day" (e.g. when the iphit gets reset) instead? <br />
I particularly like the 24 hour incubation time. <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghost Ship===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=Pirate class|<br />
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:<br />
<br />
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)<br />
:*a heavy cutlass that delivers 5 HP damage per hit<br />
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)<br />
:*dodges in combat (as per existing NPC shaman)<br />
<br />
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.<br />
<br />
Suggested flavour text when at the Ghost Ship's location:<br />
<br />
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''<br />
<br />
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.<br />
<br />
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).<br />
<br />
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)<br />
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===More bats in caves===<br />
{{suggestion|<br />
suggest_type=Added fauna|<br />
suggest_scope=Cave tiles|<br />
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|<br />
suggest_time=11:27, 8 October 2008 (UTC)|<br />
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=18894Suggestions:Game mechanics2008-10-12T18:07:53Z<p>Big Kahuuna: /* Dehydration */</p>
<hr />
<div>{{Suggestions header|page_type=Game mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
<br />
=== Conversion ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler.|<br />
suggest_time=23:22, 16 February 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response to this idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Capturing villages ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|<br />
suggest_time=03:41, 1 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
** Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Unique skills ===<br />
{{suggestion|<br />
suggest_type=Skill, balance change, improvement, etc|<br />
suggest_scope=Who or what it applies to|<br />
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|<br />
suggest_time=02:34, 5 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
<br />
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
<br />
*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native & outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)<br />
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
*Amateur Catching Skills (adds 10%)<br />
**Catching Skills (adds 15%, doesnt stack)<br />
***Taming Skills (adds 30%)<br />
*Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<br />
<br />
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)<br />
*1. Create several new skills, with Animal Affinity as a prerequisite:<br />
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. <br />
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. <br />
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.<br />
*2. Create an item called "Animal Feed". It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Auto Attack ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.|<br />
suggest_time=02:34, 20 March 2006 (GMT)|<br />
suggest_author=[[User:Qberry|Qberry]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
*You snooze, you lose. I mean, it wouldn't make sense if you can fight while you're asleep, right? Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
''Edit'':<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat|<br />
suggest_time=06:42, 29 March 2006 (BST)|<br />
suggest_author=[[User:Slith|Slith]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship. It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)<br />
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.<br />
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.<br />
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.<br />
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.<br />
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP "Build" button and a dropdown box for all boats on the square. ("[Build] <nothing / Ye Olde Boat> with a piece of driftwood.") After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. ("[Start building] a new boat named [text input].")<br />
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. <br />
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so. I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks). One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
<br />
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)<br />
<br />
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.<br />
<br />
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monsoon===<br />
{{suggestion|<br />
suggest_type=event|<br />
suggest_scope=all|<br />
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|<br />
suggest_time=17:28, 16 July 2006 (EST)|<br />
suggest_author=Aco|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)<br />
<br />
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, "The wind howls about you and the rain drives fiercely", to all outdoor descriptions. Add "The deadly storm rages just outside. You don't know how long this little hut can survive." to indoor descriptions. He could also temporarily expand the range of "sharks" to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to "A piece of flying debris injures you." This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)<br />
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Identification of strangers===<br />
{{suggestion|<br />
suggest_type=Ability|<br />
suggest_scope=Identification of strangers|<br />
suggest_description=As a native, I would like an "Identify an outsider" button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.<br />
<br />
Identification would cost 1 AP. Flavor text could be something like<br />
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.<br />
<br />
I estimate that this change will have the following effects:<br />
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less "gratuitous cross-class violence" (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.<br />
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current "peace tax".<br />
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.<br />
<br />
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|<br />
suggest_time=06:18, 28 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006. [[User:Black Joe|Black Joe]]<br />
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)<br />
** "I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying." I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drowning===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Environment|<br />
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water "drowning damage" comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either "drowning damage" or instant drowning after 3 hours - with a message "you have drowned". <br />
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|<br />
suggest_time=22:10, 1 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)<br />
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pigeon postal service===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Outsiders (I imagine a different version for Natives|<br />
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently) no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).<br />
<br />
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' <br />
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''<br />
*''The post woman takes your letter and smiles knowingly.''<br />
<br />
The idea may need some tweaking but this is just a suggestion on how to create in game messages. <br />
|<br />
suggest_time=17:06, 18 August 2006 (UTC)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)<br />
<br />
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)<br />
<br />
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Climbable Trees and high areas===<br />
{{suggestion|<br />
suggest_type=Game mechanics and Skill|<br />
suggest_scope=Environment|<br />
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can "climb" into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to "hide" from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message "you spot *name* hiding in the canopy above you"). Also players will be able to jump from tree to tree for 2AP. Now, onto the "other bonus" mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving "high areas" more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to "see" the number of people to the north, east, south and west - this will include areas such as north-east and south-west as "north" will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button "lookout" which would display the following text-<br />
"You scan the horizons -<br />
North - You see 1 native nearby.<br />
East - You see 6 pirates nearby. You see 3 pirates in the distance.<br />
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.<br />
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance."<br />
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.<br />
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!<br />
|<br />
suggest_time=11:49, 21 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like "You climb a tree. [down]" as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3 area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)<br />
<br />
To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to "search". There would be a button that would "list" each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)<br />
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&cy=26343&dn=1&zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.<br />
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
<br />
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:<br />
<<Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?>><br />
<<Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker>><br />
<<Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...>><br />
<<Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.>> ([http://shartak.forumsplace.com/message-152-15.html From here]).<br />
<br>- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP "Lookout" ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. ("You climb a tree for a moment and see someone to the northeast.") But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler "lookout" action will work about as well. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)<br />
<br />
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Importance of the Islands of Shartak===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Environment|<br />
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the "New Strategic Location on Island" suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|<br />
suggest_time=16:00, 23 August 2006 (UTC)|<br />
suggest_author=[[User:Gandhi|Gandhi]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Possible animals:<br />
*Gorillas - stronger than a monkey, hit harder<br />
*Rhinos - less HP than elephants, but more aggressive and hit harder<br />
Or Mythical/Exotic Creatures:<br />
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed<br />
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.<br />
*Big foot - from adjacent squares, it is seen as "An Outsider" but once on the same square, he appears as Big Foot. Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)<br />
<br />
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)<br />
<br />
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message huts===<br />
{{suggestion|<br />
suggest_type=Communications|<br />
suggest_scope=Players in camps|<br />
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.<br />
<br />
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)<br />
<br />
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |<br />
suggest_time=05:12, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - "Trader Toe says, 'Have you been to the message hut lately? I hear you have a message there.'" Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan Bonuses===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description= If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership. I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment. What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:<br />
<br />
*''Search Bonus'': 5% added to base search odds.<br />
*''Melee Bonus'': 5% added to melee accuracy.<br />
*''Range Bonus'': 5% added to firearms accuracy.<br />
*''Plunder Bonus'': 10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).<br />
*''Explore Bonus'': 5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.<br />
*''Faith Bonus'': 5% evasion to spirit attacks.<br />
*''Hunter Bonus'': +1 damage to any animal<br />
<br />
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|<br />
suggest_time=19:11, 7 September 2006 (UTC)|<br />
suggest_author=[[User:John Sevier|John Sevier]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)<br />
<br />
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll). What problem is this supposed to solve? If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say? i don't like management). This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)<br />
: Excellent points, both of you! Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too. I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play. The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks. This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing. In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair. In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount. The purpose of this suggestion is to enliven the clan system, not to punish anyone. Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile. Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing). Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)? Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance. Looking forward to hearing more on this. --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) <br />
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Additional Pirate Ships===<br />
{{suggestion|<br />
suggest_type=Dividing the growing pirate population|<br />
suggest_scope=Pirates|<br />
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|<br />
suggest_time=11:25, 17 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]<br />
<br />
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)<br />
<br />
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]<br />
<br />
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)<br />
<br />
Also, I rather like it that the ship doesn't have a name. It allows new clans to say "We're part of a different crew." After all, clans come and go. There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)<br />
<br />
:Well we could name them by colour, type of ship, or description of wreck like "Grey ship", "Frigate", or "Rock wrecked ship." [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Stuff===<br />
{{suggestion|<br />
suggest_type=Game mechanic|<br />
suggest_scope=Spirits|<br />
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.<br />
<br />
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your "territory."<br />
<br />
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.<br />
<br />
A few more ideas to pick and choose from:<br />
*Spirits are more powerful when working together.<br />
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.<br />
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.<br />
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|<br />
suggest_time=13:25, 19 September 2006 (UTC)|<br />
suggest_author=[[User:Zutaka|Zutaka]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Looting===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Gold|<br />
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|<br />
suggest_time=11:35, 9 November 2006|<br />
suggest_author=Nicorus|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)<br />
<br />
<br>Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Day and Night===<br />
{{suggestion|<br />
suggest_type=Game Mecanics|<br />
suggest_scope=Everyone|<br />
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|<br />
suggest_time=19:26pm/12th Nove 2006|<br />
suggest_author=Majestic[[User:Ninja|Ninja]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]<br />
<br />
Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Guildhouses===<br />
{{suggestion|<br />
suggest_type=Game Mechanic|<br />
suggest_scope=Clans|<br />
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:<br />
<br />
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut "alive" for another week. <br />
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a "medical table" where you can convert AP/XP into healing much like the scientist can do, and a "Ammo cupboard" where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|<br />
suggest_time=21:05, 26 November 2006 (UTC)|<br />
suggest_author=[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup>|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Realistically, wouldn't the contents of this "ammo cupboard" have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)<br />
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 22:22, 26 November 2006 (UTC)<br />
:Take a look at my 'temporary structure' suggestion in "misc."--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)<br />
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 04:19, 27 November 2006 (UTC)<br />
<br />
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)<br />
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 15:32, 27 November 2006 (UTC)<br />
<br />
This gives a great advantage to team players over solo players. I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)<br />
<br />
:*In the real world, working together as a team <i>does</i> have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|<font color="005555">Lantz</font>]] 22:03, 27 November 2006 (UTC)<br />
<br />
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Cupped Hands and Dumping===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=The thirsty bottleless|<br />
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|<br />
suggest_time=09:43, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use of Ranged Weapons as Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|<br />
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club. Large blowpipes can likewise deliver some damage when used as a club or cane. Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|<br />
suggest_time=03:50, 8 December 2006 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass). There should also be a chance of the weapon breaking (as per existing melee weapons).<br />
<br />
I disagree that the damage output/hit rate should be less. If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)<br />
<br />
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]<br />
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]<br />
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Renovation===<br />
{{suggestion|<br />
suggest_type=New possible action|<br />
suggest_scope=All empty huts.|<br />
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts. For instance, many clans occupy buildings and convert them to their own use. A button would become available saying something like "renovate hut." This would allow a player to type in their own flavor text for the hut. To discourage people from vandalizing the huts, the AP cost should be very high. Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut. This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern. Traders' huts and supply huts could not be modified, naturally.|<br />
suggest_time=14:40, 1 February 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)<br />
<br />
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]<br />
<br />
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]<br />
<br />
I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Major game change===<br />
{{suggestion|<br />
suggest_type=Combat|<br />
suggest_scope=Everyone|<br />
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.<br />
<br />
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.<br />
<br />
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.<br />
<br />
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.<br />
<br />
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.<br />
<br />
|<br />
suggest_time=12:30, 19 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Some comments (edited/expanded) originally posted on the forum topic:<br><br />
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints. Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.<br><br />
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage? But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character? Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?<br><br />
(D) This is a real time game. It doesn't have 'rounds'. That paradigm doesn't work on the Island. The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?<br><br />
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)<br />
<br />
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)<br />
<br />
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)<br />
::Why not both skills and armour-like items? Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that? Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)<br />
}}<br />
<br />
=== Huts: Body Dumping===<br />
{{suggestion|<br />
suggest_type=New action|<br />
suggest_scope=Everyone|<br />
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there. 1 body per 1 AP spent.|<br />
suggest_time=02:10, 13 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)<br />
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts. Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)<br />
<br />
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves<br />
<br />
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)<br />
<br />
Maybe you would get XP for burying a body. [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Villagers as NPCs===<br />
{{suggestion|<br />
suggest_type=New NPC - Villager|<br />
suggest_scope=Everyone|<br />
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off "see villagers" could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.<br />
<br />
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.<br />
<br />
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.<br />
<br />
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.<br />
<br />
4) Maxed-out players might find it more interesting.<br />
<br />
5) Players could create new camps (perhaps only maxed-out players could have this new skill, "Colonise").<br />
<br />
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|<br />
suggest_time=14:08, 14 March 2007 (GMT)|<br />
suggest_author=[[User:Apocalypso|Apocalypso]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC<br />
<br />
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!<br />
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.<br />
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)<br />
<br />
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a "wall" square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.<br />
<br />
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.<br />
<br />
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. "In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue"). -[[User:Apocalypso|Apocalypso]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Vow of Peace===<br />
{{suggestion|<br />
suggest_type=PKing opt out improvement|<br />
suggest_scope=Any characters where the player decides to opt their character out of pking|<br />
suggest_description=A vow of peace could be sought from any of the NPC Shamans. Such a vow has the following effects:<br />
<br><br><br />
(i) The character who has taken the vow cannot be attacked by another character. Any attempt to attack results in no AP consumption, and the message "such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them".<br><br />
(ii) The character who has taken the vow cannot attack another character, without confirming the attack. Confirming the attack results in immediate damage to the effect of half the character's hp - "As punishment for breaking your vow, you are wracked with pain as wounds appear on your body".<br><br />
Taking a vow of peace would require that the character sacrifice one of:<br><br />
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR<br><br />
1000 GP (only 18 characters currently have that much); OR<br><br />
2000 XP (only high level characters who've maxed out).<br />
<br><br><br />
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game. There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|<br />
suggest_time=05:41, 21 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)<br />
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)<br />
I like this, definitely needs some work though.<br />
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week? I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.<br />
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Policy Discussion===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:04, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Snakes===<br />
{{suggestion|<br />
suggest_type=Event|<br />
suggest_scope=Grasslands|<br />
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |<br />
suggest_time=02:28, 2 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments= <br />
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands. Sounds good to me. --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)<br />
<br />
::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves<br />
<br />
::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Gun Smiths===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Anyone who uses guns|<br />
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|<br />
suggest_time= 19:25, 12 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)<br />
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)<br />
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]<br />
<br />
Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see "good-quality weapons", which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Additional Ships===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Pirates/Outsiders|<br />
suggest_description=<br />
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.<br />
<br />
A few benefits:<br />
<br />
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.<br />
<br />
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.<br />
<br />
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.<br />
<br />
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders - maybe with roaming shamans nearby to assist.<br />
<br />
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.<br />
<br />
So, in summary with some suggestions on locations for other ships:<br />
<br />
<br />
1. one ship in Unity Bay near the island<br />
<br />
2. one ship in the Long Fin River delta given the number of players in the locality<br />
<br />
<br />
in addition to:<br />
<br />
3. the eastern swamp, to encourage travel to that region<br />
<br />
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets<br />
<br />
and of course:<br />
<br />
5. the flotilla at the wreck, of 3+ ships<br />
<br />
6. a ship in the water at each settlement.<br />
<br />
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|<br />
suggest_time=15 April 2007|<br />
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)<br />
<br />
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)<br />
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
<br />
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively "landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? "Climb main mast", "climb aft mast" and "Climb mizzen mast" would be options for players, all on the one square. - Dave<br />
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
::::Simon, how does Shartak handle multiple huts in the same square? If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)<br />
:::::Yes, exactly the same sort of thing. - Dave<br />
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)<br />
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least, treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native Temples===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Natives|<br />
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|<br />
suggest_time=13 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)<br />
<br />
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]<br />
<br />
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)<br />
::Actually, November -> March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)<br />
<br />
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader Shipments===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|<br />
suggest_time=11:07 April 16|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)<br />
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Class change===<br />
{{suggestion|<br />
suggest_type=Skill fettling|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.<br />
<br />
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|<br />
suggest_time=08:51, 30 April 2007 (UTC)|<br />
suggest_author=[[User:Htkl|Htkl]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)<br />
<br />
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)<br />
<br />
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote "No, no, no!" --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)<br />
<br />
I think what should happen is that everyone starts as a "general" outsider, "general" native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a "Now that you've earned over 100 XP, you can decide what class you want to specialize in." message pops up, and when you go to "Buy Skills" it gives you a "Available Specialties" button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extra Revive Option===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=people who die|<br />
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|<br />
suggest_time=May 16 13:23|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)<br />
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)<br />
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east) --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.<br />
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Well===<br />
{{suggestion|<br />
suggest_type=New inanimate object|<br />
suggest_scope=Everyone in a village|<br />
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty bucket (0AP) a message would appear "The bucket is empty. Perhaps you should fill it back up with water." <br />
<br />
The well would have an ingame graphic and would have a description of whether the bucket is down or up - "You see an old and moss covered well, it's bucket is raised to the top." / "You see an old and moss covered well, it's bucket is somewhere down below."<br />
|<br />
suggest_time=17:48, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)<br />
<br />
::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)<br />
<br />
:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Waves to erase Beach Writing===<br />
{{suggestion|<br />
suggest_type=Game tweak|<br />
suggest_scope=Writing on the Beach.|<br />
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.<br />
<br />
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|<br />
suggest_time=03:39, 23 May 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)<br />
<br />
I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pollution===<br />
{{suggestion|<br />
suggest_type=Environmental effect|<br />
suggest_scope=Litterbugs, people near them|<br />
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|<br />
suggest_time=08:00, 28 May 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Idle Characters===<br />
{{suggestion|<br />
suggest_type=Idle character event|<br />
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|<br />
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:<br />
<br />
<blockquote>"The inactivity timeline would be something like:<br />
<br><br />
Idle 1 week - you "disappear" from the map (taken steps to hide yourself from people and animals).<br />
<br><br />
1-2 weeks - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.<br />
<br><br />
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).<br />
<br><br />
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.<br />
<br><br />
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely)."</blockquote><br />
<br />
This suggestion got several positive comments from forum members.<br />
|<br />
suggest_time=11:36, 5 July 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)<br />
: I much prefer the idea the latter idea that your body would be found where or near where you were last active. I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Terrain Without Trekking Changes===<br />
{{suggestion|<br />
suggest_type=Improvement.|<br />
suggest_scope=Newbies/players without Trekking.|<br />
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |<br />
suggest_time=02:29, 26 July 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through. Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in. Walking through beaches can be tough too - sand isn't very solid and continually gives. Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.<br />
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Outposts===<br />
{{suggestion|<br />
suggest_type=Improvement!!! =p|<br />
suggest_scope=Clans and overpopulation|<br />
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|<br />
suggest_time=01:01, 2 August 2007 (UTC)|<br />
suggest_author=[[User:Pardus|Pardus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]<br />
<br />
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)<br />
<br />
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monuments===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Descriptions|<br />
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. <br><br />
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. <br><br />
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. <br><br />
This should make sure that people don't "monument spam" determined areas and at the same time it would discourage vandals to eliminate parts of history. <br><br />
Once created, monuments would display the text "There is a stone monument here. It reads" followed by the creator's message. <br><br />
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. <br><br><br />
<br />
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] <br><br><br />
<br />
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|<br />
suggest_time=16:53, 28 August 2007 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to "harvest" large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)<br />
<br />
: A pickaxe would be nice, but complicated, indeed.<br />
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.<br />
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).<br />
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)<br />
<br />
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)<br />
<br />
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:"You see a gigantic monument in the shape of (user inputed description). On it (user input details)." You can then click the details to read the long drawn out thing, for ex., it might say "On it is a brief history of Wiksik" and then you click and it has a page describing the history in colorful detail. <br />
<br />
If you start building a monument but don't have enough stones, it would say that "It appears a monument is being built here." and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.<br />
<br />
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating "yo momma" joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of "Aw, crud!" when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poll===<br />
{{suggestion|<br />
suggest_type=Active terrain|<br />
suggest_scope=Citizens|<br />
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|<br />
suggest_time=22:12, 1 September 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there? [[User:RobZombie|RobZombie]]<br />
<br />
A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Oyster Bed ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...<br />
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''<br />
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].<br />
<br />
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].<br />
<br />
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Sunken Wreck ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...<br />
:''There appears to be a large dark shape beneath you with something glinting nearby.''<br />
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.<br />
<br />
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)<br />
<br />
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Submerged Ruins ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...<br />
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''<br />
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. <br />
<br />
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pirate Talk!===<br />
{{suggestion|<br />
suggest_type=wierd pirates only thing|<br />
suggest_scope=pirates|<br />
suggest_description=<br />
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.<br />
If its turned on, the said pirate would talk like a pirate till he turns it off.|<br />
suggest_time=04:44, 19 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)<br />
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)<br />
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)<br />
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Mountain===<br />
{{suggestion|<br />
suggest_type=Environment / mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:<br />
:''Looming over you to the S is the bulk of Shartak Mountain.''<br />
:''Off in the distance E you can see Shartak Mountain.''<br />
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''<br />
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.<br />
<br />
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)<br />
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Malaria===<br />
{{suggestion|<br />
suggest_type=Disease|<br />
suggest_scope=Can affect anyone|<br />
suggest_description=This is a suggestion about implementing a disease into Shartak. Malaria, as many of you may know, is caused by mosquitos. Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected. I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected. Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move). Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice. I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.<br />
<br />
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task. |<br />
suggest_time=16:52, 21 September 2007 (UTC)|<br />
suggest_author=[[User:Roman Totale|Roman Totale]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)<br />
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)<br />
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC) <br />
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)<br />
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Change To Seance===<br />
{{suggestion|<br />
suggest_type=Altered mechanics|<br />
suggest_scope=Shaman, Villager and Settler|<br />
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.<br />
<br />
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.<br />
<br />
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)<br />
<br />
I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]<br />
<br />
:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.<br />
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)<br />
<br />
::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===A Shot at Peace===<br />
{{suggestion|<br />
suggest_type=whatever you want to think this is|<br />
suggest_scope=to peacemakers|<br />
suggest_description=<br />
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.<br />
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.<br />
<br>Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.<br />
<br>eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.<br />
<br> in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.<br />
<br>This is again to promote peace in the island.|<br />
suggest_time=12:37, 22 October 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)<br />
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)<br />
<br />
::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)<br />
<br />
One of the basic premises of the game is Natives vs Outsiders vs Pirates. A lot of players play that premise out - running a native who kills outsiders and vice versa. Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards. I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.<br><br />
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe]. If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)<br />
<br />
: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.<br />
<br> And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.<br />
<br>I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
I don't really see this as necessary, but if you want it, how about transforming this into a karma system? Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?). Each point of damage you inflict on a player subtracts that class karma points. Each point of heal you restore adds that class karma points. Once you reach a certain number of karma points, you get a bonus to healing that character class. E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10. If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal. This could help eliminate the farming aspect, or at least raise the barrier to entry. To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together). Karma could also lead to other skills, like "Intuition", to help identify people with low/high karma towards your class. And this could be used to help target those players over others - the attack drop-down in a room with many natives could list "a native", "a despicable native", and "a kindly native" for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)<br />
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan News===<br />
{{suggestion|<br />
suggest_type=Clan Organization|<br />
suggest_scope=All clans|<br />
suggest_description=Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..|<br />
suggest_time=02:37, 25 October 2007 (UTC)|<br />
suggest_author=[[User:Tomn|Tomn]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br><br />
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)<br />
<br />
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)<br />
<br />
: This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)<br />
<br />
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)<br />
<br />
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)<br />
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)<br />
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trade Quantity Control===<br />
{{suggestion|<br />
suggest_type=Trader mechanic|<br />
suggest_scope=Players trading many high value items|<br />
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|<br />
suggest_time=21:18, 26 October 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)<br />
<br />
Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say "Trade (machete) for (gold coins). Trade at least ($40) worth of goods" If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===NPC Spirits===<br />
{{suggestion|<br />
suggest_type=New class of NPC|<br />
suggest_scope=Anyone|<br />
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side. Most Europeans during the age of exploration had strong belief about the netherworld. Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more. This is just one simple suggestion, but it could lead into any number of other implementations.<br />
<br />
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har). This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now. The only difference would be that player interaction would be limited by the level of spiritual awareness. Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit. With more skills comes more awareness and potential for interaction.<br />
<br />
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own. Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits. Possibly, the overuse of shamanic skills might make some spirits more malevolent. Dabbling in the spirit world should not be taken lightly. To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced. One-shot exorcism items might be sold at Outsider trading posts. For all I know, some of the totems we already have in-game might provide some protection.<br />
<br />
Spirits might become more active at certain times (e.g. moon or seasonal cycles). Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits. There might be a few rare but powerful spirits that could be the source of quests or role playing. Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary. At the very least, even if interaction is limited, spirits could add some flavor to the game. Spirits could be the means by which NPC shamans defend themselves. The spirits of dead NPC shamans might continue to lash out at their murderers.<br />
<br />
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game. The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|<br />
suggest_time=December 23, 2007|<br />
suggest_author=Quest|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Broadening Search Results (Non-useful items)===<br />
{{suggestion|<br />
suggest_type=search mechanics|<br />
suggest_scope=Anyone|<br />
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?<br />
<br />
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.<br />
<br />
So, in searching the med hut in Durham:<br />
<br />
You search and find a first aid kit.<br />
You search and find a yellow silk parasol.<br />
You search and find a gold coin.<br />
You search and find a monocle.<br />
You search and find a bicycle wheel.<br />
You search and find a first aid kit.<br />
You search and find a gramophone.<br />
You search and find a blunt knife.<br />
You search and find a soup soon.<br />
You search and find an empty bottle.<br />
You search and find an oyster shucker.<br />
You search and find a first aid kit.<br />
You search and find a lace corset.<br />
You search and find a first aid kit.<br />
You search and find an ice pick.<br />
<br />
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. <br />
<br />
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.<br />
<br />
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that. <br />
<br />
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.<br />
<br />
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want "luxury" items.|<br />
suggest_time=2 January 2008|<br />
suggest_author=Ibn al Xuffasch|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit. If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)<br />
<br />
I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drunkness===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Anyone|<br />
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:<br />
* Sober (0-10%): Nothing special here.<br />
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.<br />
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally "h"s are added after "s"es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)<br />
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.<br />
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |<br />
suggest_time=03:53, 4 January 2008 (UTC)|<br />
suggest_author=[[User:Baliame|Baliame]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cross References:<br />
* [[Suggestions:Items#Absinth]]<br />
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]<br />
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)<br />
<br />
* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fishing (Net) & Shoals ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=I know that "Fishing" as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.<br />
<br />
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.<br />
<br />
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new "animal", a shoal of fish. These could be small or large with the number of netted fish changing between.<br />
<br />
Flavour text:<br />
<br />
No Shoal: "You cast your net but the waters are empty."<br />
<br />
Small Shoal: "Casting your net amongst the shoal you are rewarded with X Fish" where X=1-3<br />
<br />
Large Shoal: "Casting your net amongst the shoal you are rewarded with Y Fish" where Y=3-6<br />
<br />
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.<br />
<br />
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).<br />
<br />
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.<br />
|<br />
suggest_time=13:50, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Milking Snake Venom ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.<br />
<br />
Flavour text: "You carefully milk the snakes, white venom trickles into the bottle"<br />
<br />
(After milking snakes for venom you would automatically have released them.)<br />
<br />
The high search times required to harvest these animals would be offset by relatively high trader prices.<br />
<br />
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.<br />
<br />
|<br />
suggest_time=13:56, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Dehydration===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.<br />
<br />
I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup<br />
<br />
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)<br />
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. <br />
<br />
::We have a death clock? I haven't noticed. What does it do?<br />
<br />
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.<br />
<br />
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. <br />
<br />
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)<br />
<br />
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)<br />
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. <br />
<br />
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. <br />
<br />
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.<br />
<br />
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)<br />
:::::I'm for it, but add freshwater wells in all the villages so that you can refill gourds/bottles when in town. -[[User:Big Kahuuna|Big Kahuuna]] 18:07, 12 October 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Cooking ===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Animal Corpses===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.<br />
<br />
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.<br />
<br />
Suggested corpse sizes:<br />
<br />
TIGER - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
MONKEY - inventory 2<br />
<br />
ELEPHANT - cannot be carried or floated<br />
<br />
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
PARROT - inventory 1<br />
<br />
SHARGLE - inventory 2<br />
<br />
SQUID - cannot be carried or floated<br />
<br />
RAT - inventory 1<br />
<br />
BEAR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry<br />
<br />
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
<br />
Suggested food values and volumes:<br />
<br />
TIGER - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
MONKEY - food value 2HP, food volume 2, trophy value 1 GC<br />
<br />
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC<br />
<br />
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
PARROT - food value 1HP, food volume 1, trophy value 1 GC<br />
<br />
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC<br />
<br />
SQUID - food value 3HP, food volume 75, trophy value 5 GC<br />
<br />
RAT - food value 1HP, food volume 1, trophy value 0 GC<br />
<br />
BEAR - food value 3HP, food volume 10, trophy value 5 GC<br />
<br />
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC<br />
<br />
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC<br />
<br />
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC<br />
<br />
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC<br />
<br />
<br />
<br />
Suggested trophies:<br />
<br />
TIGER - skin, teeth, claws<br />
<br />
MONKEY - paw<br />
<br />
ELEPHANT - tusks<br />
<br />
ALLIGATOR - skin<br />
<br />
PARROT - feathers<br />
<br />
SHARGLE - claw, feathers<br />
<br />
SQUID - ink sac<br />
<br />
RAT - none<br />
<br />
BEAR - skin, teeth, claws<br />
<br />
LARGE DEER - skin<br />
<br />
SMALL DEER - skin<br />
<br />
LARGE STAG - skin, antlers<br />
<br />
WILD BOAR - skin, tusks<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)<br />
<br />
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diseases and other such Inconvinient Things===<br />
{{suggestion|<br />
suggest_type=an inconvinience :D|<br />
suggest_scope=Anyone who isn't dead|<br />
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.<br>I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.<br><br />
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration <br><br />
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|<br />
suggest_time=00:45, 8 July 2008 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? <br />
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. <br />
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?<br />
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)<br />
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)<br />
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying "infected", and when other characters see them "____ looks extremely ill"). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called "Treatment" in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)<br />
**Ok, think this:<br />
(i give recomended numbers, nothing exact)<br />
<br />
---Chance to catching disease:<br />
<br />
<5% - Moving in a swamp<br />
<br />
<5% - Hit by a alligator (hungry ones too)<br />
<br />
<5% - Hit by a bear<br />
<br />
<5% - hit by a tiger (ferious ones too)<br />
<br />
>5% - hit by a rat<br />
<br />
(Any more animals?)<br />
<br />
>(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies<br />
<br />
<5% - Bitten by a shark<br />
<br />
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)<br />
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)<br />
<br />
---New suggested skills:<br />
<br />
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?<br />
<br />
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to "burn" bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. <br />
<br />
---Infection effect (after the x hours): <br />
<br />
-Higher AP cost for moving, chopping jungle, combat etc...<br />
<br />
-deals damage just like shark bites<br />
<br />
-Every server-tick/hour(dunno what) there's a small chance (<5%) of dieing and also a small chance (<2%) of being cured, and deals 1 damage. <br />
<br />
-Anything more?<br />
<br />
By: he and <he> , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghost Ship===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=Pirate class|<br />
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:<br />
<br />
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)<br />
:*a heavy cutlass that delivers 5 HP damage per hit<br />
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)<br />
:*dodges in combat (as per existing NPC shaman)<br />
<br />
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.<br />
<br />
Suggested flavour text when at the Ghost Ship's location:<br />
<br />
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''<br />
<br />
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.<br />
<br />
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).<br />
<br />
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)<br />
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===More bats in caves===<br />
{{suggestion|<br />
suggest_type=Added fauna|<br />
suggest_scope=Cave tiles|<br />
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|<br />
suggest_time=11:27, 8 October 2008 (UTC)|<br />
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=18893Suggestions:Game mechanics2008-10-12T18:04:03Z<p>Big Kahuuna: forgot to sign. :P</p>
<hr />
<div>{{Suggestions header|page_type=Game mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
<br />
=== Conversion ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler.|<br />
suggest_time=23:22, 16 February 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response to this idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Capturing villages ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|<br />
suggest_time=03:41, 1 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
** Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Unique skills ===<br />
{{suggestion|<br />
suggest_type=Skill, balance change, improvement, etc|<br />
suggest_scope=Who or what it applies to|<br />
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|<br />
suggest_time=02:34, 5 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
<br />
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
<br />
*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native & outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)<br />
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
*Amateur Catching Skills (adds 10%)<br />
**Catching Skills (adds 15%, doesnt stack)<br />
***Taming Skills (adds 30%)<br />
*Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<br />
<br />
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)<br />
*1. Create several new skills, with Animal Affinity as a prerequisite:<br />
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. <br />
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. <br />
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.<br />
*2. Create an item called "Animal Feed". It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Auto Attack ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.|<br />
suggest_time=02:34, 20 March 2006 (GMT)|<br />
suggest_author=[[User:Qberry|Qberry]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
*You snooze, you lose. I mean, it wouldn't make sense if you can fight while you're asleep, right? Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
''Edit'':<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat|<br />
suggest_time=06:42, 29 March 2006 (BST)|<br />
suggest_author=[[User:Slith|Slith]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship. It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)<br />
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.<br />
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.<br />
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.<br />
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.<br />
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP "Build" button and a dropdown box for all boats on the square. ("[Build] <nothing / Ye Olde Boat> with a piece of driftwood.") After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. ("[Start building] a new boat named [text input].")<br />
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. <br />
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so. I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks). One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
<br />
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)<br />
<br />
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.<br />
<br />
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monsoon===<br />
{{suggestion|<br />
suggest_type=event|<br />
suggest_scope=all|<br />
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|<br />
suggest_time=17:28, 16 July 2006 (EST)|<br />
suggest_author=Aco|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)<br />
<br />
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, "The wind howls about you and the rain drives fiercely", to all outdoor descriptions. Add "The deadly storm rages just outside. You don't know how long this little hut can survive." to indoor descriptions. He could also temporarily expand the range of "sharks" to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to "A piece of flying debris injures you." This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)<br />
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Identification of strangers===<br />
{{suggestion|<br />
suggest_type=Ability|<br />
suggest_scope=Identification of strangers|<br />
suggest_description=As a native, I would like an "Identify an outsider" button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.<br />
<br />
Identification would cost 1 AP. Flavor text could be something like<br />
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.<br />
<br />
I estimate that this change will have the following effects:<br />
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less "gratuitous cross-class violence" (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.<br />
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current "peace tax".<br />
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.<br />
<br />
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|<br />
suggest_time=06:18, 28 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006. [[User:Black Joe|Black Joe]]<br />
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)<br />
** "I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying." I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drowning===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Environment|<br />
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water "drowning damage" comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either "drowning damage" or instant drowning after 3 hours - with a message "you have drowned". <br />
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|<br />
suggest_time=22:10, 1 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)<br />
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pigeon postal service===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Outsiders (I imagine a different version for Natives|<br />
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently) no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).<br />
<br />
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' <br />
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''<br />
*''The post woman takes your letter and smiles knowingly.''<br />
<br />
The idea may need some tweaking but this is just a suggestion on how to create in game messages. <br />
|<br />
suggest_time=17:06, 18 August 2006 (UTC)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)<br />
<br />
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)<br />
<br />
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Climbable Trees and high areas===<br />
{{suggestion|<br />
suggest_type=Game mechanics and Skill|<br />
suggest_scope=Environment|<br />
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can "climb" into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to "hide" from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message "you spot *name* hiding in the canopy above you"). Also players will be able to jump from tree to tree for 2AP. Now, onto the "other bonus" mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving "high areas" more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to "see" the number of people to the north, east, south and west - this will include areas such as north-east and south-west as "north" will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button "lookout" which would display the following text-<br />
"You scan the horizons -<br />
North - You see 1 native nearby.<br />
East - You see 6 pirates nearby. You see 3 pirates in the distance.<br />
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.<br />
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance."<br />
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.<br />
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!<br />
|<br />
suggest_time=11:49, 21 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like "You climb a tree. [down]" as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3 area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)<br />
<br />
To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to "search". There would be a button that would "list" each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)<br />
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&cy=26343&dn=1&zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.<br />
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
<br />
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:<br />
<<Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?>><br />
<<Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker>><br />
<<Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...>><br />
<<Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.>> ([http://shartak.forumsplace.com/message-152-15.html From here]).<br />
<br>- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP "Lookout" ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. ("You climb a tree for a moment and see someone to the northeast.") But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler "lookout" action will work about as well. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)<br />
<br />
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Importance of the Islands of Shartak===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Environment|<br />
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the "New Strategic Location on Island" suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|<br />
suggest_time=16:00, 23 August 2006 (UTC)|<br />
suggest_author=[[User:Gandhi|Gandhi]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Possible animals:<br />
*Gorillas - stronger than a monkey, hit harder<br />
*Rhinos - less HP than elephants, but more aggressive and hit harder<br />
Or Mythical/Exotic Creatures:<br />
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed<br />
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.<br />
*Big foot - from adjacent squares, it is seen as "An Outsider" but once on the same square, he appears as Big Foot. Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)<br />
<br />
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)<br />
<br />
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message huts===<br />
{{suggestion|<br />
suggest_type=Communications|<br />
suggest_scope=Players in camps|<br />
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.<br />
<br />
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)<br />
<br />
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |<br />
suggest_time=05:12, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - "Trader Toe says, 'Have you been to the message hut lately? I hear you have a message there.'" Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan Bonuses===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description= If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership. I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment. What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:<br />
<br />
*''Search Bonus'': 5% added to base search odds.<br />
*''Melee Bonus'': 5% added to melee accuracy.<br />
*''Range Bonus'': 5% added to firearms accuracy.<br />
*''Plunder Bonus'': 10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).<br />
*''Explore Bonus'': 5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.<br />
*''Faith Bonus'': 5% evasion to spirit attacks.<br />
*''Hunter Bonus'': +1 damage to any animal<br />
<br />
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|<br />
suggest_time=19:11, 7 September 2006 (UTC)|<br />
suggest_author=[[User:John Sevier|John Sevier]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)<br />
<br />
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll). What problem is this supposed to solve? If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say? i don't like management). This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)<br />
: Excellent points, both of you! Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too. I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play. The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks. This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing. In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair. In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount. The purpose of this suggestion is to enliven the clan system, not to punish anyone. Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile. Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing). Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)? Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance. Looking forward to hearing more on this. --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) <br />
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Additional Pirate Ships===<br />
{{suggestion|<br />
suggest_type=Dividing the growing pirate population|<br />
suggest_scope=Pirates|<br />
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|<br />
suggest_time=11:25, 17 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]<br />
<br />
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)<br />
<br />
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]<br />
<br />
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)<br />
<br />
Also, I rather like it that the ship doesn't have a name. It allows new clans to say "We're part of a different crew." After all, clans come and go. There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)<br />
<br />
:Well we could name them by colour, type of ship, or description of wreck like "Grey ship", "Frigate", or "Rock wrecked ship." [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Stuff===<br />
{{suggestion|<br />
suggest_type=Game mechanic|<br />
suggest_scope=Spirits|<br />
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.<br />
<br />
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your "territory."<br />
<br />
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.<br />
<br />
A few more ideas to pick and choose from:<br />
*Spirits are more powerful when working together.<br />
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.<br />
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.<br />
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|<br />
suggest_time=13:25, 19 September 2006 (UTC)|<br />
suggest_author=[[User:Zutaka|Zutaka]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Looting===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Gold|<br />
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|<br />
suggest_time=11:35, 9 November 2006|<br />
suggest_author=Nicorus|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)<br />
<br />
<br>Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Day and Night===<br />
{{suggestion|<br />
suggest_type=Game Mecanics|<br />
suggest_scope=Everyone|<br />
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|<br />
suggest_time=19:26pm/12th Nove 2006|<br />
suggest_author=Majestic[[User:Ninja|Ninja]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]<br />
<br />
Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Guildhouses===<br />
{{suggestion|<br />
suggest_type=Game Mechanic|<br />
suggest_scope=Clans|<br />
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:<br />
<br />
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut "alive" for another week. <br />
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a "medical table" where you can convert AP/XP into healing much like the scientist can do, and a "Ammo cupboard" where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|<br />
suggest_time=21:05, 26 November 2006 (UTC)|<br />
suggest_author=[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup>|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Realistically, wouldn't the contents of this "ammo cupboard" have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)<br />
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 22:22, 26 November 2006 (UTC)<br />
:Take a look at my 'temporary structure' suggestion in "misc."--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)<br />
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 04:19, 27 November 2006 (UTC)<br />
<br />
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)<br />
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 15:32, 27 November 2006 (UTC)<br />
<br />
This gives a great advantage to team players over solo players. I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)<br />
<br />
:*In the real world, working together as a team <i>does</i> have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|<font color="005555">Lantz</font>]] 22:03, 27 November 2006 (UTC)<br />
<br />
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Cupped Hands and Dumping===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=The thirsty bottleless|<br />
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|<br />
suggest_time=09:43, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use of Ranged Weapons as Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|<br />
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club. Large blowpipes can likewise deliver some damage when used as a club or cane. Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|<br />
suggest_time=03:50, 8 December 2006 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass). There should also be a chance of the weapon breaking (as per existing melee weapons).<br />
<br />
I disagree that the damage output/hit rate should be less. If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)<br />
<br />
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]<br />
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]<br />
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Renovation===<br />
{{suggestion|<br />
suggest_type=New possible action|<br />
suggest_scope=All empty huts.|<br />
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts. For instance, many clans occupy buildings and convert them to their own use. A button would become available saying something like "renovate hut." This would allow a player to type in their own flavor text for the hut. To discourage people from vandalizing the huts, the AP cost should be very high. Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut. This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern. Traders' huts and supply huts could not be modified, naturally.|<br />
suggest_time=14:40, 1 February 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)<br />
<br />
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]<br />
<br />
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]<br />
<br />
I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Major game change===<br />
{{suggestion|<br />
suggest_type=Combat|<br />
suggest_scope=Everyone|<br />
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.<br />
<br />
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.<br />
<br />
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.<br />
<br />
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.<br />
<br />
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.<br />
<br />
|<br />
suggest_time=12:30, 19 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Some comments (edited/expanded) originally posted on the forum topic:<br><br />
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints. Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.<br><br />
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage? But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character? Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?<br><br />
(D) This is a real time game. It doesn't have 'rounds'. That paradigm doesn't work on the Island. The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?<br><br />
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)<br />
<br />
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)<br />
<br />
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)<br />
::Why not both skills and armour-like items? Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that? Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)<br />
}}<br />
<br />
=== Huts: Body Dumping===<br />
{{suggestion|<br />
suggest_type=New action|<br />
suggest_scope=Everyone|<br />
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there. 1 body per 1 AP spent.|<br />
suggest_time=02:10, 13 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)<br />
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts. Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)<br />
<br />
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves<br />
<br />
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)<br />
<br />
Maybe you would get XP for burying a body. [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Villagers as NPCs===<br />
{{suggestion|<br />
suggest_type=New NPC - Villager|<br />
suggest_scope=Everyone|<br />
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off "see villagers" could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.<br />
<br />
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.<br />
<br />
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.<br />
<br />
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.<br />
<br />
4) Maxed-out players might find it more interesting.<br />
<br />
5) Players could create new camps (perhaps only maxed-out players could have this new skill, "Colonise").<br />
<br />
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|<br />
suggest_time=14:08, 14 March 2007 (GMT)|<br />
suggest_author=[[User:Apocalypso|Apocalypso]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC<br />
<br />
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!<br />
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.<br />
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)<br />
<br />
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a "wall" square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.<br />
<br />
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.<br />
<br />
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. "In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue"). -[[User:Apocalypso|Apocalypso]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Vow of Peace===<br />
{{suggestion|<br />
suggest_type=PKing opt out improvement|<br />
suggest_scope=Any characters where the player decides to opt their character out of pking|<br />
suggest_description=A vow of peace could be sought from any of the NPC Shamans. Such a vow has the following effects:<br />
<br><br><br />
(i) The character who has taken the vow cannot be attacked by another character. Any attempt to attack results in no AP consumption, and the message "such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them".<br><br />
(ii) The character who has taken the vow cannot attack another character, without confirming the attack. Confirming the attack results in immediate damage to the effect of half the character's hp - "As punishment for breaking your vow, you are wracked with pain as wounds appear on your body".<br><br />
Taking a vow of peace would require that the character sacrifice one of:<br><br />
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR<br><br />
1000 GP (only 18 characters currently have that much); OR<br><br />
2000 XP (only high level characters who've maxed out).<br />
<br><br><br />
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game. There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|<br />
suggest_time=05:41, 21 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)<br />
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)<br />
I like this, definitely needs some work though.<br />
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week? I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.<br />
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Policy Discussion===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:04, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Snakes===<br />
{{suggestion|<br />
suggest_type=Event|<br />
suggest_scope=Grasslands|<br />
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |<br />
suggest_time=02:28, 2 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments= <br />
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands. Sounds good to me. --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)<br />
<br />
::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves<br />
<br />
::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Gun Smiths===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Anyone who uses guns|<br />
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|<br />
suggest_time= 19:25, 12 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)<br />
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)<br />
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]<br />
<br />
Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see "good-quality weapons", which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Additional Ships===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Pirates/Outsiders|<br />
suggest_description=<br />
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.<br />
<br />
A few benefits:<br />
<br />
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.<br />
<br />
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.<br />
<br />
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.<br />
<br />
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders - maybe with roaming shamans nearby to assist.<br />
<br />
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.<br />
<br />
So, in summary with some suggestions on locations for other ships:<br />
<br />
<br />
1. one ship in Unity Bay near the island<br />
<br />
2. one ship in the Long Fin River delta given the number of players in the locality<br />
<br />
<br />
in addition to:<br />
<br />
3. the eastern swamp, to encourage travel to that region<br />
<br />
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets<br />
<br />
and of course:<br />
<br />
5. the flotilla at the wreck, of 3+ ships<br />
<br />
6. a ship in the water at each settlement.<br />
<br />
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|<br />
suggest_time=15 April 2007|<br />
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)<br />
<br />
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)<br />
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
<br />
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively "landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? "Climb main mast", "climb aft mast" and "Climb mizzen mast" would be options for players, all on the one square. - Dave<br />
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
::::Simon, how does Shartak handle multiple huts in the same square? If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)<br />
:::::Yes, exactly the same sort of thing. - Dave<br />
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)<br />
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least, treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native Temples===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Natives|<br />
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|<br />
suggest_time=13 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)<br />
<br />
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]<br />
<br />
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)<br />
::Actually, November -> March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)<br />
<br />
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader Shipments===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|<br />
suggest_time=11:07 April 16|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)<br />
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Class change===<br />
{{suggestion|<br />
suggest_type=Skill fettling|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.<br />
<br />
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|<br />
suggest_time=08:51, 30 April 2007 (UTC)|<br />
suggest_author=[[User:Htkl|Htkl]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)<br />
<br />
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)<br />
<br />
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote "No, no, no!" --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)<br />
<br />
I think what should happen is that everyone starts as a "general" outsider, "general" native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a "Now that you've earned over 100 XP, you can decide what class you want to specialize in." message pops up, and when you go to "Buy Skills" it gives you a "Available Specialties" button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extra Revive Option===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=people who die|<br />
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|<br />
suggest_time=May 16 13:23|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)<br />
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)<br />
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east) --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.<br />
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Well===<br />
{{suggestion|<br />
suggest_type=New inanimate object|<br />
suggest_scope=Everyone in a village|<br />
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty bucket (0AP) a message would appear "The bucket is empty. Perhaps you should fill it back up with water." <br />
<br />
The well would have an ingame graphic and would have a description of whether the bucket is down or up - "You see an old and moss covered well, it's bucket is raised to the top." / "You see an old and moss covered well, it's bucket is somewhere down below."<br />
|<br />
suggest_time=17:48, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)<br />
<br />
::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)<br />
<br />
:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Waves to erase Beach Writing===<br />
{{suggestion|<br />
suggest_type=Game tweak|<br />
suggest_scope=Writing on the Beach.|<br />
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.<br />
<br />
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|<br />
suggest_time=03:39, 23 May 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)<br />
<br />
I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pollution===<br />
{{suggestion|<br />
suggest_type=Environmental effect|<br />
suggest_scope=Litterbugs, people near them|<br />
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|<br />
suggest_time=08:00, 28 May 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Idle Characters===<br />
{{suggestion|<br />
suggest_type=Idle character event|<br />
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|<br />
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:<br />
<br />
<blockquote>"The inactivity timeline would be something like:<br />
<br><br />
Idle 1 week - you "disappear" from the map (taken steps to hide yourself from people and animals).<br />
<br><br />
1-2 weeks - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.<br />
<br><br />
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).<br />
<br><br />
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.<br />
<br><br />
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely)."</blockquote><br />
<br />
This suggestion got several positive comments from forum members.<br />
|<br />
suggest_time=11:36, 5 July 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)<br />
: I much prefer the idea the latter idea that your body would be found where or near where you were last active. I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Terrain Without Trekking Changes===<br />
{{suggestion|<br />
suggest_type=Improvement.|<br />
suggest_scope=Newbies/players without Trekking.|<br />
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |<br />
suggest_time=02:29, 26 July 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through. Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in. Walking through beaches can be tough too - sand isn't very solid and continually gives. Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.<br />
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Outposts===<br />
{{suggestion|<br />
suggest_type=Improvement!!! =p|<br />
suggest_scope=Clans and overpopulation|<br />
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|<br />
suggest_time=01:01, 2 August 2007 (UTC)|<br />
suggest_author=[[User:Pardus|Pardus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]<br />
<br />
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)<br />
<br />
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monuments===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Descriptions|<br />
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. <br><br />
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. <br><br />
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. <br><br />
This should make sure that people don't "monument spam" determined areas and at the same time it would discourage vandals to eliminate parts of history. <br><br />
Once created, monuments would display the text "There is a stone monument here. It reads" followed by the creator's message. <br><br />
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. <br><br><br />
<br />
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] <br><br><br />
<br />
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|<br />
suggest_time=16:53, 28 August 2007 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to "harvest" large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)<br />
<br />
: A pickaxe would be nice, but complicated, indeed.<br />
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.<br />
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).<br />
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)<br />
<br />
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)<br />
<br />
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:"You see a gigantic monument in the shape of (user inputed description). On it (user input details)." You can then click the details to read the long drawn out thing, for ex., it might say "On it is a brief history of Wiksik" and then you click and it has a page describing the history in colorful detail. <br />
<br />
If you start building a monument but don't have enough stones, it would say that "It appears a monument is being built here." and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.<br />
<br />
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating "yo momma" joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of "Aw, crud!" when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poll===<br />
{{suggestion|<br />
suggest_type=Active terrain|<br />
suggest_scope=Citizens|<br />
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|<br />
suggest_time=22:12, 1 September 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there? [[User:RobZombie|RobZombie]]<br />
<br />
A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Oyster Bed ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...<br />
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''<br />
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].<br />
<br />
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].<br />
<br />
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Sunken Wreck ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...<br />
:''There appears to be a large dark shape beneath you with something glinting nearby.''<br />
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.<br />
<br />
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)<br />
<br />
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Submerged Ruins ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...<br />
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''<br />
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. <br />
<br />
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pirate Talk!===<br />
{{suggestion|<br />
suggest_type=wierd pirates only thing|<br />
suggest_scope=pirates|<br />
suggest_description=<br />
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.<br />
If its turned on, the said pirate would talk like a pirate till he turns it off.|<br />
suggest_time=04:44, 19 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)<br />
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)<br />
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)<br />
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Mountain===<br />
{{suggestion|<br />
suggest_type=Environment / mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:<br />
:''Looming over you to the S is the bulk of Shartak Mountain.''<br />
:''Off in the distance E you can see Shartak Mountain.''<br />
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''<br />
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.<br />
<br />
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)<br />
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Malaria===<br />
{{suggestion|<br />
suggest_type=Disease|<br />
suggest_scope=Can affect anyone|<br />
suggest_description=This is a suggestion about implementing a disease into Shartak. Malaria, as many of you may know, is caused by mosquitos. Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected. I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected. Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move). Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice. I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.<br />
<br />
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task. |<br />
suggest_time=16:52, 21 September 2007 (UTC)|<br />
suggest_author=[[User:Roman Totale|Roman Totale]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)<br />
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)<br />
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC) <br />
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)<br />
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Change To Seance===<br />
{{suggestion|<br />
suggest_type=Altered mechanics|<br />
suggest_scope=Shaman, Villager and Settler|<br />
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.<br />
<br />
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.<br />
<br />
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)<br />
<br />
I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]<br />
<br />
:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.<br />
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)<br />
<br />
::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===A Shot at Peace===<br />
{{suggestion|<br />
suggest_type=whatever you want to think this is|<br />
suggest_scope=to peacemakers|<br />
suggest_description=<br />
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.<br />
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.<br />
<br>Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.<br />
<br>eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.<br />
<br> in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.<br />
<br>This is again to promote peace in the island.|<br />
suggest_time=12:37, 22 October 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)<br />
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)<br />
<br />
::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)<br />
<br />
One of the basic premises of the game is Natives vs Outsiders vs Pirates. A lot of players play that premise out - running a native who kills outsiders and vice versa. Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards. I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.<br><br />
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe]. If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)<br />
<br />
: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.<br />
<br> And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.<br />
<br>I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
I don't really see this as necessary, but if you want it, how about transforming this into a karma system? Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?). Each point of damage you inflict on a player subtracts that class karma points. Each point of heal you restore adds that class karma points. Once you reach a certain number of karma points, you get a bonus to healing that character class. E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10. If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal. This could help eliminate the farming aspect, or at least raise the barrier to entry. To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together). Karma could also lead to other skills, like "Intuition", to help identify people with low/high karma towards your class. And this could be used to help target those players over others - the attack drop-down in a room with many natives could list "a native", "a despicable native", and "a kindly native" for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)<br />
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan News===<br />
{{suggestion|<br />
suggest_type=Clan Organization|<br />
suggest_scope=All clans|<br />
suggest_description=Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..|<br />
suggest_time=02:37, 25 October 2007 (UTC)|<br />
suggest_author=[[User:Tomn|Tomn]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br><br />
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)<br />
<br />
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)<br />
<br />
: This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)<br />
<br />
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)<br />
<br />
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)<br />
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)<br />
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trade Quantity Control===<br />
{{suggestion|<br />
suggest_type=Trader mechanic|<br />
suggest_scope=Players trading many high value items|<br />
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|<br />
suggest_time=21:18, 26 October 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)<br />
<br />
Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say "Trade (machete) for (gold coins). Trade at least ($40) worth of goods" If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===NPC Spirits===<br />
{{suggestion|<br />
suggest_type=New class of NPC|<br />
suggest_scope=Anyone|<br />
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side. Most Europeans during the age of exploration had strong belief about the netherworld. Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more. This is just one simple suggestion, but it could lead into any number of other implementations.<br />
<br />
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har). This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now. The only difference would be that player interaction would be limited by the level of spiritual awareness. Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit. With more skills comes more awareness and potential for interaction.<br />
<br />
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own. Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits. Possibly, the overuse of shamanic skills might make some spirits more malevolent. Dabbling in the spirit world should not be taken lightly. To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced. One-shot exorcism items might be sold at Outsider trading posts. For all I know, some of the totems we already have in-game might provide some protection.<br />
<br />
Spirits might become more active at certain times (e.g. moon or seasonal cycles). Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits. There might be a few rare but powerful spirits that could be the source of quests or role playing. Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary. At the very least, even if interaction is limited, spirits could add some flavor to the game. Spirits could be the means by which NPC shamans defend themselves. The spirits of dead NPC shamans might continue to lash out at their murderers.<br />
<br />
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game. The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|<br />
suggest_time=December 23, 2007|<br />
suggest_author=Quest|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Broadening Search Results (Non-useful items)===<br />
{{suggestion|<br />
suggest_type=search mechanics|<br />
suggest_scope=Anyone|<br />
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?<br />
<br />
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.<br />
<br />
So, in searching the med hut in Durham:<br />
<br />
You search and find a first aid kit.<br />
You search and find a yellow silk parasol.<br />
You search and find a gold coin.<br />
You search and find a monocle.<br />
You search and find a bicycle wheel.<br />
You search and find a first aid kit.<br />
You search and find a gramophone.<br />
You search and find a blunt knife.<br />
You search and find a soup soon.<br />
You search and find an empty bottle.<br />
You search and find an oyster shucker.<br />
You search and find a first aid kit.<br />
You search and find a lace corset.<br />
You search and find a first aid kit.<br />
You search and find an ice pick.<br />
<br />
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. <br />
<br />
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.<br />
<br />
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that. <br />
<br />
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.<br />
<br />
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want "luxury" items.|<br />
suggest_time=2 January 2008|<br />
suggest_author=Ibn al Xuffasch|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit. If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)<br />
<br />
I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drunkness===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Anyone|<br />
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:<br />
* Sober (0-10%): Nothing special here.<br />
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.<br />
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally "h"s are added after "s"es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)<br />
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.<br />
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |<br />
suggest_time=03:53, 4 January 2008 (UTC)|<br />
suggest_author=[[User:Baliame|Baliame]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cross References:<br />
* [[Suggestions:Items#Absinth]]<br />
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]<br />
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)<br />
<br />
* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma. -[[User:Big Kahuuna|Big Kahuuna]] 18:04, 12 October 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fishing (Net) & Shoals ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=I know that "Fishing" as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.<br />
<br />
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.<br />
<br />
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new "animal", a shoal of fish. These could be small or large with the number of netted fish changing between.<br />
<br />
Flavour text:<br />
<br />
No Shoal: "You cast your net but the waters are empty."<br />
<br />
Small Shoal: "Casting your net amongst the shoal you are rewarded with X Fish" where X=1-3<br />
<br />
Large Shoal: "Casting your net amongst the shoal you are rewarded with Y Fish" where Y=3-6<br />
<br />
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.<br />
<br />
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).<br />
<br />
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.<br />
|<br />
suggest_time=13:50, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Milking Snake Venom ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.<br />
<br />
Flavour text: "You carefully milk the snakes, white venom trickles into the bottle"<br />
<br />
(After milking snakes for venom you would automatically have released them.)<br />
<br />
The high search times required to harvest these animals would be offset by relatively high trader prices.<br />
<br />
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.<br />
<br />
|<br />
suggest_time=13:56, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Dehydration===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.<br />
<br />
I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup<br />
<br />
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)<br />
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. <br />
<br />
::We have a death clock? I haven't noticed. What does it do?<br />
<br />
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.<br />
<br />
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. <br />
<br />
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)<br />
<br />
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)<br />
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. <br />
<br />
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. <br />
<br />
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.<br />
<br />
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Cooking ===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Animal Corpses===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.<br />
<br />
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.<br />
<br />
Suggested corpse sizes:<br />
<br />
TIGER - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
MONKEY - inventory 2<br />
<br />
ELEPHANT - cannot be carried or floated<br />
<br />
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
PARROT - inventory 1<br />
<br />
SHARGLE - inventory 2<br />
<br />
SQUID - cannot be carried or floated<br />
<br />
RAT - inventory 1<br />
<br />
BEAR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry<br />
<br />
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
<br />
Suggested food values and volumes:<br />
<br />
TIGER - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
MONKEY - food value 2HP, food volume 2, trophy value 1 GC<br />
<br />
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC<br />
<br />
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
PARROT - food value 1HP, food volume 1, trophy value 1 GC<br />
<br />
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC<br />
<br />
SQUID - food value 3HP, food volume 75, trophy value 5 GC<br />
<br />
RAT - food value 1HP, food volume 1, trophy value 0 GC<br />
<br />
BEAR - food value 3HP, food volume 10, trophy value 5 GC<br />
<br />
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC<br />
<br />
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC<br />
<br />
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC<br />
<br />
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC<br />
<br />
<br />
<br />
Suggested trophies:<br />
<br />
TIGER - skin, teeth, claws<br />
<br />
MONKEY - paw<br />
<br />
ELEPHANT - tusks<br />
<br />
ALLIGATOR - skin<br />
<br />
PARROT - feathers<br />
<br />
SHARGLE - claw, feathers<br />
<br />
SQUID - ink sac<br />
<br />
RAT - none<br />
<br />
BEAR - skin, teeth, claws<br />
<br />
LARGE DEER - skin<br />
<br />
SMALL DEER - skin<br />
<br />
LARGE STAG - skin, antlers<br />
<br />
WILD BOAR - skin, tusks<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)<br />
<br />
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diseases and other such Inconvinient Things===<br />
{{suggestion|<br />
suggest_type=an inconvinience :D|<br />
suggest_scope=Anyone who isn't dead|<br />
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.<br>I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.<br><br />
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration <br><br />
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|<br />
suggest_time=00:45, 8 July 2008 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? <br />
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. <br />
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?<br />
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)<br />
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)<br />
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying "infected", and when other characters see them "____ looks extremely ill"). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called "Treatment" in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)<br />
**Ok, think this:<br />
(i give recomended numbers, nothing exact)<br />
<br />
---Chance to catching disease:<br />
<br />
<5% - Moving in a swamp<br />
<br />
<5% - Hit by a alligator (hungry ones too)<br />
<br />
<5% - Hit by a bear<br />
<br />
<5% - hit by a tiger (ferious ones too)<br />
<br />
>5% - hit by a rat<br />
<br />
(Any more animals?)<br />
<br />
>(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies<br />
<br />
<5% - Bitten by a shark<br />
<br />
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)<br />
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)<br />
<br />
---New suggested skills:<br />
<br />
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?<br />
<br />
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to "burn" bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. <br />
<br />
---Infection effect (after the x hours): <br />
<br />
-Higher AP cost for moving, chopping jungle, combat etc...<br />
<br />
-deals damage just like shark bites<br />
<br />
-Every server-tick/hour(dunno what) there's a small chance (<5%) of dieing and also a small chance (<2%) of being cured, and deals 1 damage. <br />
<br />
-Anything more?<br />
<br />
By: he and <he> , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghost Ship===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=Pirate class|<br />
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:<br />
<br />
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)<br />
:*a heavy cutlass that delivers 5 HP damage per hit<br />
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)<br />
:*dodges in combat (as per existing NPC shaman)<br />
<br />
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.<br />
<br />
Suggested flavour text when at the Ghost Ship's location:<br />
<br />
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''<br />
<br />
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.<br />
<br />
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).<br />
<br />
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)<br />
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===More bats in caves===<br />
{{suggestion|<br />
suggest_type=Added fauna|<br />
suggest_scope=Cave tiles|<br />
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|<br />
suggest_time=11:27, 8 October 2008 (UTC)|<br />
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=18892Suggestions:Game mechanics2008-10-12T18:03:36Z<p>Big Kahuuna: comment</p>
<hr />
<div>{{Suggestions header|page_type=Game mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
<br />
=== Conversion ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler.|<br />
suggest_time=23:22, 16 February 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response to this idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Capturing villages ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|<br />
suggest_time=03:41, 1 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
** Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Unique skills ===<br />
{{suggestion|<br />
suggest_type=Skill, balance change, improvement, etc|<br />
suggest_scope=Who or what it applies to|<br />
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|<br />
suggest_time=02:34, 5 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
<br />
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
<br />
*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native & outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)<br />
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
*Amateur Catching Skills (adds 10%)<br />
**Catching Skills (adds 15%, doesnt stack)<br />
***Taming Skills (adds 30%)<br />
*Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<br />
<br />
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)<br />
*1. Create several new skills, with Animal Affinity as a prerequisite:<br />
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. <br />
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. <br />
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.<br />
*2. Create an item called "Animal Feed". It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Auto Attack ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.|<br />
suggest_time=02:34, 20 March 2006 (GMT)|<br />
suggest_author=[[User:Qberry|Qberry]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
*You snooze, you lose. I mean, it wouldn't make sense if you can fight while you're asleep, right? Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
''Edit'':<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat|<br />
suggest_time=06:42, 29 March 2006 (BST)|<br />
suggest_author=[[User:Slith|Slith]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship. It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)<br />
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.<br />
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.<br />
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.<br />
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.<br />
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP "Build" button and a dropdown box for all boats on the square. ("[Build] <nothing / Ye Olde Boat> with a piece of driftwood.") After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. ("[Start building] a new boat named [text input].")<br />
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. <br />
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so. I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks). One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
<br />
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)<br />
<br />
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.<br />
<br />
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monsoon===<br />
{{suggestion|<br />
suggest_type=event|<br />
suggest_scope=all|<br />
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|<br />
suggest_time=17:28, 16 July 2006 (EST)|<br />
suggest_author=Aco|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)<br />
<br />
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, "The wind howls about you and the rain drives fiercely", to all outdoor descriptions. Add "The deadly storm rages just outside. You don't know how long this little hut can survive." to indoor descriptions. He could also temporarily expand the range of "sharks" to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to "A piece of flying debris injures you." This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)<br />
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Identification of strangers===<br />
{{suggestion|<br />
suggest_type=Ability|<br />
suggest_scope=Identification of strangers|<br />
suggest_description=As a native, I would like an "Identify an outsider" button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.<br />
<br />
Identification would cost 1 AP. Flavor text could be something like<br />
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.<br />
<br />
I estimate that this change will have the following effects:<br />
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less "gratuitous cross-class violence" (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.<br />
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current "peace tax".<br />
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.<br />
<br />
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|<br />
suggest_time=06:18, 28 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006. [[User:Black Joe|Black Joe]]<br />
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)<br />
** "I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying." I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drowning===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Environment|<br />
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water "drowning damage" comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either "drowning damage" or instant drowning after 3 hours - with a message "you have drowned". <br />
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|<br />
suggest_time=22:10, 1 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)<br />
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pigeon postal service===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Outsiders (I imagine a different version for Natives|<br />
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently) no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).<br />
<br />
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' <br />
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''<br />
*''The post woman takes your letter and smiles knowingly.''<br />
<br />
The idea may need some tweaking but this is just a suggestion on how to create in game messages. <br />
|<br />
suggest_time=17:06, 18 August 2006 (UTC)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)<br />
<br />
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)<br />
<br />
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Climbable Trees and high areas===<br />
{{suggestion|<br />
suggest_type=Game mechanics and Skill|<br />
suggest_scope=Environment|<br />
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can "climb" into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to "hide" from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message "you spot *name* hiding in the canopy above you"). Also players will be able to jump from tree to tree for 2AP. Now, onto the "other bonus" mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving "high areas" more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to "see" the number of people to the north, east, south and west - this will include areas such as north-east and south-west as "north" will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button "lookout" which would display the following text-<br />
"You scan the horizons -<br />
North - You see 1 native nearby.<br />
East - You see 6 pirates nearby. You see 3 pirates in the distance.<br />
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.<br />
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance."<br />
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.<br />
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!<br />
|<br />
suggest_time=11:49, 21 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like "You climb a tree. [down]" as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3 area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)<br />
<br />
To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to "search". There would be a button that would "list" each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)<br />
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&cy=26343&dn=1&zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.<br />
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
<br />
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:<br />
<<Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?>><br />
<<Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker>><br />
<<Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...>><br />
<<Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.>> ([http://shartak.forumsplace.com/message-152-15.html From here]).<br />
<br>- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP "Lookout" ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. ("You climb a tree for a moment and see someone to the northeast.") But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler "lookout" action will work about as well. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)<br />
<br />
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Importance of the Islands of Shartak===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Environment|<br />
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the "New Strategic Location on Island" suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|<br />
suggest_time=16:00, 23 August 2006 (UTC)|<br />
suggest_author=[[User:Gandhi|Gandhi]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Possible animals:<br />
*Gorillas - stronger than a monkey, hit harder<br />
*Rhinos - less HP than elephants, but more aggressive and hit harder<br />
Or Mythical/Exotic Creatures:<br />
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed<br />
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.<br />
*Big foot - from adjacent squares, it is seen as "An Outsider" but once on the same square, he appears as Big Foot. Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)<br />
<br />
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)<br />
<br />
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message huts===<br />
{{suggestion|<br />
suggest_type=Communications|<br />
suggest_scope=Players in camps|<br />
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.<br />
<br />
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)<br />
<br />
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |<br />
suggest_time=05:12, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - "Trader Toe says, 'Have you been to the message hut lately? I hear you have a message there.'" Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan Bonuses===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description= If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership. I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment. What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:<br />
<br />
*''Search Bonus'': 5% added to base search odds.<br />
*''Melee Bonus'': 5% added to melee accuracy.<br />
*''Range Bonus'': 5% added to firearms accuracy.<br />
*''Plunder Bonus'': 10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).<br />
*''Explore Bonus'': 5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.<br />
*''Faith Bonus'': 5% evasion to spirit attacks.<br />
*''Hunter Bonus'': +1 damage to any animal<br />
<br />
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|<br />
suggest_time=19:11, 7 September 2006 (UTC)|<br />
suggest_author=[[User:John Sevier|John Sevier]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)<br />
<br />
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll). What problem is this supposed to solve? If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say? i don't like management). This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)<br />
: Excellent points, both of you! Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too. I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play. The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks. This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing. In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair. In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount. The purpose of this suggestion is to enliven the clan system, not to punish anyone. Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile. Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing). Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)? Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance. Looking forward to hearing more on this. --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) <br />
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Additional Pirate Ships===<br />
{{suggestion|<br />
suggest_type=Dividing the growing pirate population|<br />
suggest_scope=Pirates|<br />
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|<br />
suggest_time=11:25, 17 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]<br />
<br />
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)<br />
<br />
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]<br />
<br />
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)<br />
<br />
Also, I rather like it that the ship doesn't have a name. It allows new clans to say "We're part of a different crew." After all, clans come and go. There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)<br />
<br />
:Well we could name them by colour, type of ship, or description of wreck like "Grey ship", "Frigate", or "Rock wrecked ship." [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Stuff===<br />
{{suggestion|<br />
suggest_type=Game mechanic|<br />
suggest_scope=Spirits|<br />
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.<br />
<br />
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your "territory."<br />
<br />
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.<br />
<br />
A few more ideas to pick and choose from:<br />
*Spirits are more powerful when working together.<br />
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.<br />
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.<br />
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|<br />
suggest_time=13:25, 19 September 2006 (UTC)|<br />
suggest_author=[[User:Zutaka|Zutaka]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Looting===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Gold|<br />
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|<br />
suggest_time=11:35, 9 November 2006|<br />
suggest_author=Nicorus|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)<br />
<br />
<br>Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Day and Night===<br />
{{suggestion|<br />
suggest_type=Game Mecanics|<br />
suggest_scope=Everyone|<br />
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|<br />
suggest_time=19:26pm/12th Nove 2006|<br />
suggest_author=Majestic[[User:Ninja|Ninja]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]<br />
<br />
Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Guildhouses===<br />
{{suggestion|<br />
suggest_type=Game Mechanic|<br />
suggest_scope=Clans|<br />
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:<br />
<br />
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut "alive" for another week. <br />
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a "medical table" where you can convert AP/XP into healing much like the scientist can do, and a "Ammo cupboard" where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|<br />
suggest_time=21:05, 26 November 2006 (UTC)|<br />
suggest_author=[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup>|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Realistically, wouldn't the contents of this "ammo cupboard" have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)<br />
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 22:22, 26 November 2006 (UTC)<br />
:Take a look at my 'temporary structure' suggestion in "misc."--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)<br />
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 04:19, 27 November 2006 (UTC)<br />
<br />
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)<br />
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 15:32, 27 November 2006 (UTC)<br />
<br />
This gives a great advantage to team players over solo players. I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)<br />
<br />
:*In the real world, working together as a team <i>does</i> have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|<font color="005555">Lantz</font>]] 22:03, 27 November 2006 (UTC)<br />
<br />
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Cupped Hands and Dumping===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=The thirsty bottleless|<br />
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|<br />
suggest_time=09:43, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use of Ranged Weapons as Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|<br />
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club. Large blowpipes can likewise deliver some damage when used as a club or cane. Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|<br />
suggest_time=03:50, 8 December 2006 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass). There should also be a chance of the weapon breaking (as per existing melee weapons).<br />
<br />
I disagree that the damage output/hit rate should be less. If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)<br />
<br />
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]<br />
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]<br />
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Renovation===<br />
{{suggestion|<br />
suggest_type=New possible action|<br />
suggest_scope=All empty huts.|<br />
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts. For instance, many clans occupy buildings and convert them to their own use. A button would become available saying something like "renovate hut." This would allow a player to type in their own flavor text for the hut. To discourage people from vandalizing the huts, the AP cost should be very high. Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut. This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern. Traders' huts and supply huts could not be modified, naturally.|<br />
suggest_time=14:40, 1 February 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)<br />
<br />
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]<br />
<br />
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]<br />
<br />
I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Major game change===<br />
{{suggestion|<br />
suggest_type=Combat|<br />
suggest_scope=Everyone|<br />
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.<br />
<br />
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.<br />
<br />
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.<br />
<br />
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.<br />
<br />
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.<br />
<br />
|<br />
suggest_time=12:30, 19 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Some comments (edited/expanded) originally posted on the forum topic:<br><br />
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints. Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.<br><br />
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage? But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character? Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?<br><br />
(D) This is a real time game. It doesn't have 'rounds'. That paradigm doesn't work on the Island. The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?<br><br />
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)<br />
<br />
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)<br />
<br />
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)<br />
::Why not both skills and armour-like items? Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that? Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)<br />
}}<br />
<br />
=== Huts: Body Dumping===<br />
{{suggestion|<br />
suggest_type=New action|<br />
suggest_scope=Everyone|<br />
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there. 1 body per 1 AP spent.|<br />
suggest_time=02:10, 13 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)<br />
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts. Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)<br />
<br />
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves<br />
<br />
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)<br />
<br />
Maybe you would get XP for burying a body. [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Villagers as NPCs===<br />
{{suggestion|<br />
suggest_type=New NPC - Villager|<br />
suggest_scope=Everyone|<br />
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off "see villagers" could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.<br />
<br />
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.<br />
<br />
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.<br />
<br />
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.<br />
<br />
4) Maxed-out players might find it more interesting.<br />
<br />
5) Players could create new camps (perhaps only maxed-out players could have this new skill, "Colonise").<br />
<br />
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|<br />
suggest_time=14:08, 14 March 2007 (GMT)|<br />
suggest_author=[[User:Apocalypso|Apocalypso]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC<br />
<br />
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!<br />
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.<br />
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)<br />
<br />
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a "wall" square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.<br />
<br />
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.<br />
<br />
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. "In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue"). -[[User:Apocalypso|Apocalypso]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Vow of Peace===<br />
{{suggestion|<br />
suggest_type=PKing opt out improvement|<br />
suggest_scope=Any characters where the player decides to opt their character out of pking|<br />
suggest_description=A vow of peace could be sought from any of the NPC Shamans. Such a vow has the following effects:<br />
<br><br><br />
(i) The character who has taken the vow cannot be attacked by another character. Any attempt to attack results in no AP consumption, and the message "such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them".<br><br />
(ii) The character who has taken the vow cannot attack another character, without confirming the attack. Confirming the attack results in immediate damage to the effect of half the character's hp - "As punishment for breaking your vow, you are wracked with pain as wounds appear on your body".<br><br />
Taking a vow of peace would require that the character sacrifice one of:<br><br />
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR<br><br />
1000 GP (only 18 characters currently have that much); OR<br><br />
2000 XP (only high level characters who've maxed out).<br />
<br><br><br />
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game. There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|<br />
suggest_time=05:41, 21 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)<br />
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)<br />
I like this, definitely needs some work though.<br />
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week? I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.<br />
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Policy Discussion===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:04, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Snakes===<br />
{{suggestion|<br />
suggest_type=Event|<br />
suggest_scope=Grasslands|<br />
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |<br />
suggest_time=02:28, 2 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments= <br />
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands. Sounds good to me. --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)<br />
<br />
::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves<br />
<br />
::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Gun Smiths===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Anyone who uses guns|<br />
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|<br />
suggest_time= 19:25, 12 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)<br />
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)<br />
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]<br />
<br />
Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see "good-quality weapons", which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Additional Ships===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Pirates/Outsiders|<br />
suggest_description=<br />
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.<br />
<br />
A few benefits:<br />
<br />
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.<br />
<br />
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.<br />
<br />
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.<br />
<br />
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders - maybe with roaming shamans nearby to assist.<br />
<br />
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.<br />
<br />
So, in summary with some suggestions on locations for other ships:<br />
<br />
<br />
1. one ship in Unity Bay near the island<br />
<br />
2. one ship in the Long Fin River delta given the number of players in the locality<br />
<br />
<br />
in addition to:<br />
<br />
3. the eastern swamp, to encourage travel to that region<br />
<br />
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets<br />
<br />
and of course:<br />
<br />
5. the flotilla at the wreck, of 3+ ships<br />
<br />
6. a ship in the water at each settlement.<br />
<br />
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|<br />
suggest_time=15 April 2007|<br />
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)<br />
<br />
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)<br />
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
<br />
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively "landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? "Climb main mast", "climb aft mast" and "Climb mizzen mast" would be options for players, all on the one square. - Dave<br />
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
::::Simon, how does Shartak handle multiple huts in the same square? If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)<br />
:::::Yes, exactly the same sort of thing. - Dave<br />
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)<br />
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least, treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native Temples===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Natives|<br />
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|<br />
suggest_time=13 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)<br />
<br />
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]<br />
<br />
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)<br />
::Actually, November -> March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)<br />
<br />
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader Shipments===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|<br />
suggest_time=11:07 April 16|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)<br />
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Class change===<br />
{{suggestion|<br />
suggest_type=Skill fettling|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.<br />
<br />
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|<br />
suggest_time=08:51, 30 April 2007 (UTC)|<br />
suggest_author=[[User:Htkl|Htkl]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)<br />
<br />
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)<br />
<br />
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote "No, no, no!" --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)<br />
<br />
I think what should happen is that everyone starts as a "general" outsider, "general" native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a "Now that you've earned over 100 XP, you can decide what class you want to specialize in." message pops up, and when you go to "Buy Skills" it gives you a "Available Specialties" button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extra Revive Option===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=people who die|<br />
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|<br />
suggest_time=May 16 13:23|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)<br />
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)<br />
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east) --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.<br />
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Well===<br />
{{suggestion|<br />
suggest_type=New inanimate object|<br />
suggest_scope=Everyone in a village|<br />
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty bucket (0AP) a message would appear "The bucket is empty. Perhaps you should fill it back up with water." <br />
<br />
The well would have an ingame graphic and would have a description of whether the bucket is down or up - "You see an old and moss covered well, it's bucket is raised to the top." / "You see an old and moss covered well, it's bucket is somewhere down below."<br />
|<br />
suggest_time=17:48, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)<br />
<br />
::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)<br />
<br />
:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Waves to erase Beach Writing===<br />
{{suggestion|<br />
suggest_type=Game tweak|<br />
suggest_scope=Writing on the Beach.|<br />
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.<br />
<br />
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|<br />
suggest_time=03:39, 23 May 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)<br />
<br />
I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pollution===<br />
{{suggestion|<br />
suggest_type=Environmental effect|<br />
suggest_scope=Litterbugs, people near them|<br />
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|<br />
suggest_time=08:00, 28 May 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Idle Characters===<br />
{{suggestion|<br />
suggest_type=Idle character event|<br />
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|<br />
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:<br />
<br />
<blockquote>"The inactivity timeline would be something like:<br />
<br><br />
Idle 1 week - you "disappear" from the map (taken steps to hide yourself from people and animals).<br />
<br><br />
1-2 weeks - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.<br />
<br><br />
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).<br />
<br><br />
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.<br />
<br><br />
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely)."</blockquote><br />
<br />
This suggestion got several positive comments from forum members.<br />
|<br />
suggest_time=11:36, 5 July 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)<br />
: I much prefer the idea the latter idea that your body would be found where or near where you were last active. I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Terrain Without Trekking Changes===<br />
{{suggestion|<br />
suggest_type=Improvement.|<br />
suggest_scope=Newbies/players without Trekking.|<br />
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |<br />
suggest_time=02:29, 26 July 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through. Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in. Walking through beaches can be tough too - sand isn't very solid and continually gives. Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.<br />
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Outposts===<br />
{{suggestion|<br />
suggest_type=Improvement!!! =p|<br />
suggest_scope=Clans and overpopulation|<br />
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|<br />
suggest_time=01:01, 2 August 2007 (UTC)|<br />
suggest_author=[[User:Pardus|Pardus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]<br />
<br />
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)<br />
<br />
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monuments===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Descriptions|<br />
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. <br><br />
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. <br><br />
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. <br><br />
This should make sure that people don't "monument spam" determined areas and at the same time it would discourage vandals to eliminate parts of history. <br><br />
Once created, monuments would display the text "There is a stone monument here. It reads" followed by the creator's message. <br><br />
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. <br><br><br />
<br />
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] <br><br><br />
<br />
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|<br />
suggest_time=16:53, 28 August 2007 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to "harvest" large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)<br />
<br />
: A pickaxe would be nice, but complicated, indeed.<br />
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.<br />
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).<br />
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)<br />
<br />
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)<br />
<br />
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:"You see a gigantic monument in the shape of (user inputed description). On it (user input details)." You can then click the details to read the long drawn out thing, for ex., it might say "On it is a brief history of Wiksik" and then you click and it has a page describing the history in colorful detail. <br />
<br />
If you start building a monument but don't have enough stones, it would say that "It appears a monument is being built here." and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.<br />
<br />
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating "yo momma" joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of "Aw, crud!" when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poll===<br />
{{suggestion|<br />
suggest_type=Active terrain|<br />
suggest_scope=Citizens|<br />
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|<br />
suggest_time=22:12, 1 September 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there? [[User:RobZombie|RobZombie]]<br />
<br />
A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Oyster Bed ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...<br />
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''<br />
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].<br />
<br />
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].<br />
<br />
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Sunken Wreck ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...<br />
:''There appears to be a large dark shape beneath you with something glinting nearby.''<br />
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.<br />
<br />
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)<br />
<br />
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Submerged Ruins ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...<br />
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''<br />
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. <br />
<br />
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pirate Talk!===<br />
{{suggestion|<br />
suggest_type=wierd pirates only thing|<br />
suggest_scope=pirates|<br />
suggest_description=<br />
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.<br />
If its turned on, the said pirate would talk like a pirate till he turns it off.|<br />
suggest_time=04:44, 19 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)<br />
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)<br />
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)<br />
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Mountain===<br />
{{suggestion|<br />
suggest_type=Environment / mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:<br />
:''Looming over you to the S is the bulk of Shartak Mountain.''<br />
:''Off in the distance E you can see Shartak Mountain.''<br />
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''<br />
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.<br />
<br />
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)<br />
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Malaria===<br />
{{suggestion|<br />
suggest_type=Disease|<br />
suggest_scope=Can affect anyone|<br />
suggest_description=This is a suggestion about implementing a disease into Shartak. Malaria, as many of you may know, is caused by mosquitos. Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected. I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected. Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move). Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice. I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.<br />
<br />
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task. |<br />
suggest_time=16:52, 21 September 2007 (UTC)|<br />
suggest_author=[[User:Roman Totale|Roman Totale]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)<br />
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)<br />
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC) <br />
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)<br />
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Change To Seance===<br />
{{suggestion|<br />
suggest_type=Altered mechanics|<br />
suggest_scope=Shaman, Villager and Settler|<br />
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.<br />
<br />
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.<br />
<br />
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)<br />
<br />
I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]<br />
<br />
:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.<br />
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)<br />
<br />
::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===A Shot at Peace===<br />
{{suggestion|<br />
suggest_type=whatever you want to think this is|<br />
suggest_scope=to peacemakers|<br />
suggest_description=<br />
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.<br />
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.<br />
<br>Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.<br />
<br>eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.<br />
<br> in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.<br />
<br>This is again to promote peace in the island.|<br />
suggest_time=12:37, 22 October 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)<br />
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)<br />
<br />
::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)<br />
<br />
One of the basic premises of the game is Natives vs Outsiders vs Pirates. A lot of players play that premise out - running a native who kills outsiders and vice versa. Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards. I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.<br><br />
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe]. If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)<br />
<br />
: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.<br />
<br> And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.<br />
<br>I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
I don't really see this as necessary, but if you want it, how about transforming this into a karma system? Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?). Each point of damage you inflict on a player subtracts that class karma points. Each point of heal you restore adds that class karma points. Once you reach a certain number of karma points, you get a bonus to healing that character class. E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10. If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal. This could help eliminate the farming aspect, or at least raise the barrier to entry. To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together). Karma could also lead to other skills, like "Intuition", to help identify people with low/high karma towards your class. And this could be used to help target those players over others - the attack drop-down in a room with many natives could list "a native", "a despicable native", and "a kindly native" for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)<br />
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan News===<br />
{{suggestion|<br />
suggest_type=Clan Organization|<br />
suggest_scope=All clans|<br />
suggest_description=Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..|<br />
suggest_time=02:37, 25 October 2007 (UTC)|<br />
suggest_author=[[User:Tomn|Tomn]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br><br />
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)<br />
<br />
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)<br />
<br />
: This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)<br />
<br />
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)<br />
<br />
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)<br />
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)<br />
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trade Quantity Control===<br />
{{suggestion|<br />
suggest_type=Trader mechanic|<br />
suggest_scope=Players trading many high value items|<br />
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|<br />
suggest_time=21:18, 26 October 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)<br />
<br />
Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say "Trade (machete) for (gold coins). Trade at least ($40) worth of goods" If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===NPC Spirits===<br />
{{suggestion|<br />
suggest_type=New class of NPC|<br />
suggest_scope=Anyone|<br />
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side. Most Europeans during the age of exploration had strong belief about the netherworld. Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more. This is just one simple suggestion, but it could lead into any number of other implementations.<br />
<br />
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har). This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now. The only difference would be that player interaction would be limited by the level of spiritual awareness. Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit. With more skills comes more awareness and potential for interaction.<br />
<br />
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own. Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits. Possibly, the overuse of shamanic skills might make some spirits more malevolent. Dabbling in the spirit world should not be taken lightly. To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced. One-shot exorcism items might be sold at Outsider trading posts. For all I know, some of the totems we already have in-game might provide some protection.<br />
<br />
Spirits might become more active at certain times (e.g. moon or seasonal cycles). Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits. There might be a few rare but powerful spirits that could be the source of quests or role playing. Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary. At the very least, even if interaction is limited, spirits could add some flavor to the game. Spirits could be the means by which NPC shamans defend themselves. The spirits of dead NPC shamans might continue to lash out at their murderers.<br />
<br />
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game. The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|<br />
suggest_time=December 23, 2007|<br />
suggest_author=Quest|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Broadening Search Results (Non-useful items)===<br />
{{suggestion|<br />
suggest_type=search mechanics|<br />
suggest_scope=Anyone|<br />
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?<br />
<br />
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.<br />
<br />
So, in searching the med hut in Durham:<br />
<br />
You search and find a first aid kit.<br />
You search and find a yellow silk parasol.<br />
You search and find a gold coin.<br />
You search and find a monocle.<br />
You search and find a bicycle wheel.<br />
You search and find a first aid kit.<br />
You search and find a gramophone.<br />
You search and find a blunt knife.<br />
You search and find a soup soon.<br />
You search and find an empty bottle.<br />
You search and find an oyster shucker.<br />
You search and find a first aid kit.<br />
You search and find a lace corset.<br />
You search and find a first aid kit.<br />
You search and find an ice pick.<br />
<br />
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. <br />
<br />
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.<br />
<br />
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that. <br />
<br />
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.<br />
<br />
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want "luxury" items.|<br />
suggest_time=2 January 2008|<br />
suggest_author=Ibn al Xuffasch|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit. If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)<br />
<br />
I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drunkness===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Anyone|<br />
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:<br />
* Sober (0-10%): Nothing special here.<br />
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.<br />
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally "h"s are added after "s"es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)<br />
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.<br />
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |<br />
suggest_time=03:53, 4 January 2008 (UTC)|<br />
suggest_author=[[User:Baliame|Baliame]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cross References:<br />
* [[Suggestions:Items#Absinth]]<br />
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]<br />
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)<br />
<br />
* Reduce the positive buffs of somewhat drunk and make the percentage span for moderately drunk smaller (like 46 - 62) also make the percentage beer and rum affect you randomly (e.g. Beer: 1-5% randomly and rum 5 - 20% randomly). I'm thinking that a drinker will want to aim at moderately drunk for the best positive buffs however this should be (as consuming alcoholic beverages often is) a very unprecise task - often making you overshoot and hit completely smashed or coma.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fishing (Net) & Shoals ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=I know that "Fishing" as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.<br />
<br />
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.<br />
<br />
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new "animal", a shoal of fish. These could be small or large with the number of netted fish changing between.<br />
<br />
Flavour text:<br />
<br />
No Shoal: "You cast your net but the waters are empty."<br />
<br />
Small Shoal: "Casting your net amongst the shoal you are rewarded with X Fish" where X=1-3<br />
<br />
Large Shoal: "Casting your net amongst the shoal you are rewarded with Y Fish" where Y=3-6<br />
<br />
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.<br />
<br />
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).<br />
<br />
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.<br />
|<br />
suggest_time=13:50, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Milking Snake Venom ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.<br />
<br />
Flavour text: "You carefully milk the snakes, white venom trickles into the bottle"<br />
<br />
(After milking snakes for venom you would automatically have released them.)<br />
<br />
The high search times required to harvest these animals would be offset by relatively high trader prices.<br />
<br />
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.<br />
<br />
|<br />
suggest_time=13:56, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Dehydration===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.<br />
<br />
I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup<br />
<br />
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)<br />
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. <br />
<br />
::We have a death clock? I haven't noticed. What does it do?<br />
<br />
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.<br />
<br />
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. <br />
<br />
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)<br />
<br />
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)<br />
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. <br />
<br />
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. <br />
<br />
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.<br />
<br />
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Cooking ===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Animal Corpses===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.<br />
<br />
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.<br />
<br />
Suggested corpse sizes:<br />
<br />
TIGER - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
MONKEY - inventory 2<br />
<br />
ELEPHANT - cannot be carried or floated<br />
<br />
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
PARROT - inventory 1<br />
<br />
SHARGLE - inventory 2<br />
<br />
SQUID - cannot be carried or floated<br />
<br />
RAT - inventory 1<br />
<br />
BEAR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry<br />
<br />
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
<br />
Suggested food values and volumes:<br />
<br />
TIGER - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
MONKEY - food value 2HP, food volume 2, trophy value 1 GC<br />
<br />
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC<br />
<br />
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
PARROT - food value 1HP, food volume 1, trophy value 1 GC<br />
<br />
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC<br />
<br />
SQUID - food value 3HP, food volume 75, trophy value 5 GC<br />
<br />
RAT - food value 1HP, food volume 1, trophy value 0 GC<br />
<br />
BEAR - food value 3HP, food volume 10, trophy value 5 GC<br />
<br />
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC<br />
<br />
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC<br />
<br />
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC<br />
<br />
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC<br />
<br />
<br />
<br />
Suggested trophies:<br />
<br />
TIGER - skin, teeth, claws<br />
<br />
MONKEY - paw<br />
<br />
ELEPHANT - tusks<br />
<br />
ALLIGATOR - skin<br />
<br />
PARROT - feathers<br />
<br />
SHARGLE - claw, feathers<br />
<br />
SQUID - ink sac<br />
<br />
RAT - none<br />
<br />
BEAR - skin, teeth, claws<br />
<br />
LARGE DEER - skin<br />
<br />
SMALL DEER - skin<br />
<br />
LARGE STAG - skin, antlers<br />
<br />
WILD BOAR - skin, tusks<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)<br />
<br />
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diseases and other such Inconvinient Things===<br />
{{suggestion|<br />
suggest_type=an inconvinience :D|<br />
suggest_scope=Anyone who isn't dead|<br />
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.<br>I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.<br><br />
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration <br><br />
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|<br />
suggest_time=00:45, 8 July 2008 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? <br />
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. <br />
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?<br />
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)<br />
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)<br />
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying "infected", and when other characters see them "____ looks extremely ill"). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called "Treatment" in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)<br />
**Ok, think this:<br />
(i give recomended numbers, nothing exact)<br />
<br />
---Chance to catching disease:<br />
<br />
<5% - Moving in a swamp<br />
<br />
<5% - Hit by a alligator (hungry ones too)<br />
<br />
<5% - Hit by a bear<br />
<br />
<5% - hit by a tiger (ferious ones too)<br />
<br />
>5% - hit by a rat<br />
<br />
(Any more animals?)<br />
<br />
>(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies<br />
<br />
<5% - Bitten by a shark<br />
<br />
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)<br />
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)<br />
<br />
---New suggested skills:<br />
<br />
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?<br />
<br />
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to "burn" bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. <br />
<br />
---Infection effect (after the x hours): <br />
<br />
-Higher AP cost for moving, chopping jungle, combat etc...<br />
<br />
-deals damage just like shark bites<br />
<br />
-Every server-tick/hour(dunno what) there's a small chance (<5%) of dieing and also a small chance (<2%) of being cured, and deals 1 damage. <br />
<br />
-Anything more?<br />
<br />
By: he and <he> , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghost Ship===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=Pirate class|<br />
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:<br />
<br />
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)<br />
:*a heavy cutlass that delivers 5 HP damage per hit<br />
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)<br />
:*dodges in combat (as per existing NPC shaman)<br />
<br />
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.<br />
<br />
Suggested flavour text when at the Ghost Ship's location:<br />
<br />
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''<br />
<br />
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.<br />
<br />
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).<br />
<br />
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)<br />
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===More bats in caves===<br />
{{suggestion|<br />
suggest_type=Added fauna|<br />
suggest_scope=Cave tiles|<br />
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|<br />
suggest_time=11:27, 8 October 2008 (UTC)|<br />
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=18868Suggestions:Game mechanics2008-10-08T11:32:18Z<p>Big Kahuuna: /* More bats in caves */</p>
<hr />
<div>{{Suggestions header|page_type=Game mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
<br />
=== Conversion ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler.|<br />
suggest_time=23:22, 16 February 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response to this idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Capturing villages ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|<br />
suggest_time=03:41, 1 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
** Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Unique skills ===<br />
{{suggestion|<br />
suggest_type=Skill, balance change, improvement, etc|<br />
suggest_scope=Who or what it applies to|<br />
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|<br />
suggest_time=02:34, 5 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
<br />
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
<br />
*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native & outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)<br />
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
*Amateur Catching Skills (adds 10%)<br />
**Catching Skills (adds 15%, doesnt stack)<br />
***Taming Skills (adds 30%)<br />
*Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<br />
<br />
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)<br />
*1. Create several new skills, with Animal Affinity as a prerequisite:<br />
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. <br />
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. <br />
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.<br />
*2. Create an item called "Animal Feed". It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Auto Attack ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.|<br />
suggest_time=02:34, 20 March 2006 (GMT)|<br />
suggest_author=[[User:Qberry|Qberry]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
*You snooze, you lose. I mean, it wouldn't make sense if you can fight while you're asleep, right? Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
''Edit'':<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat|<br />
suggest_time=06:42, 29 March 2006 (BST)|<br />
suggest_author=[[User:Slith|Slith]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship. It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)<br />
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.<br />
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.<br />
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.<br />
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.<br />
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP "Build" button and a dropdown box for all boats on the square. ("[Build] <nothing / Ye Olde Boat> with a piece of driftwood.") After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. ("[Start building] a new boat named [text input].")<br />
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. <br />
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so. I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks). One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
<br />
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)<br />
<br />
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.<br />
<br />
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monsoon===<br />
{{suggestion|<br />
suggest_type=event|<br />
suggest_scope=all|<br />
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|<br />
suggest_time=17:28, 16 July 2006 (EST)|<br />
suggest_author=Aco|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)<br />
<br />
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, "The wind howls about you and the rain drives fiercely", to all outdoor descriptions. Add "The deadly storm rages just outside. You don't know how long this little hut can survive." to indoor descriptions. He could also temporarily expand the range of "sharks" to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to "A piece of flying debris injures you." This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)<br />
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Identification of strangers===<br />
{{suggestion|<br />
suggest_type=Ability|<br />
suggest_scope=Identification of strangers|<br />
suggest_description=As a native, I would like an "Identify an outsider" button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.<br />
<br />
Identification would cost 1 AP. Flavor text could be something like<br />
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.<br />
<br />
I estimate that this change will have the following effects:<br />
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less "gratuitous cross-class violence" (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.<br />
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current "peace tax".<br />
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.<br />
<br />
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|<br />
suggest_time=06:18, 28 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006. [[User:Black Joe|Black Joe]]<br />
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)<br />
** "I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying." I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drowning===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Environment|<br />
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water "drowning damage" comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either "drowning damage" or instant drowning after 3 hours - with a message "you have drowned". <br />
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|<br />
suggest_time=22:10, 1 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)<br />
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pigeon postal service===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Outsiders (I imagine a different version for Natives|<br />
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently) no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).<br />
<br />
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' <br />
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''<br />
*''The post woman takes your letter and smiles knowingly.''<br />
<br />
The idea may need some tweaking but this is just a suggestion on how to create in game messages. <br />
|<br />
suggest_time=17:06, 18 August 2006 (UTC)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)<br />
<br />
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)<br />
<br />
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Climbable Trees and high areas===<br />
{{suggestion|<br />
suggest_type=Game mechanics and Skill|<br />
suggest_scope=Environment|<br />
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can "climb" into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to "hide" from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message "you spot *name* hiding in the canopy above you"). Also players will be able to jump from tree to tree for 2AP. Now, onto the "other bonus" mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving "high areas" more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to "see" the number of people to the north, east, south and west - this will include areas such as north-east and south-west as "north" will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button "lookout" which would display the following text-<br />
"You scan the horizons -<br />
North - You see 1 native nearby.<br />
East - You see 6 pirates nearby. You see 3 pirates in the distance.<br />
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.<br />
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance."<br />
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.<br />
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!<br />
|<br />
suggest_time=11:49, 21 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like "You climb a tree. [down]" as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3 area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)<br />
<br />
To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to "search". There would be a button that would "list" each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)<br />
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&cy=26343&dn=1&zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.<br />
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
<br />
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:<br />
<<Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?>><br />
<<Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker>><br />
<<Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...>><br />
<<Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.>> ([http://shartak.forumsplace.com/message-152-15.html From here]).<br />
<br>- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP "Lookout" ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. ("You climb a tree for a moment and see someone to the northeast.") But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler "lookout" action will work about as well. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)<br />
<br />
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Importance of the Islands of Shartak===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Environment|<br />
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the "New Strategic Location on Island" suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|<br />
suggest_time=16:00, 23 August 2006 (UTC)|<br />
suggest_author=[[User:Gandhi|Gandhi]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Possible animals:<br />
*Gorillas - stronger than a monkey, hit harder<br />
*Rhinos - less HP than elephants, but more aggressive and hit harder<br />
Or Mythical/Exotic Creatures:<br />
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed<br />
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.<br />
*Big foot - from adjacent squares, it is seen as "An Outsider" but once on the same square, he appears as Big Foot. Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)<br />
<br />
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)<br />
<br />
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message huts===<br />
{{suggestion|<br />
suggest_type=Communications|<br />
suggest_scope=Players in camps|<br />
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.<br />
<br />
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)<br />
<br />
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |<br />
suggest_time=05:12, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - "Trader Toe says, 'Have you been to the message hut lately? I hear you have a message there.'" Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan Bonuses===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description= If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership. I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment. What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:<br />
<br />
*''Search Bonus'': 5% added to base search odds.<br />
*''Melee Bonus'': 5% added to melee accuracy.<br />
*''Range Bonus'': 5% added to firearms accuracy.<br />
*''Plunder Bonus'': 10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).<br />
*''Explore Bonus'': 5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.<br />
*''Faith Bonus'': 5% evasion to spirit attacks.<br />
*''Hunter Bonus'': +1 damage to any animal<br />
<br />
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|<br />
suggest_time=19:11, 7 September 2006 (UTC)|<br />
suggest_author=[[User:John Sevier|John Sevier]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)<br />
<br />
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll). What problem is this supposed to solve? If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say? i don't like management). This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)<br />
: Excellent points, both of you! Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too. I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play. The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks. This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing. In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair. In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount. The purpose of this suggestion is to enliven the clan system, not to punish anyone. Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile. Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing). Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)? Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance. Looking forward to hearing more on this. --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) <br />
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Additional Pirate Ships===<br />
{{suggestion|<br />
suggest_type=Dividing the growing pirate population|<br />
suggest_scope=Pirates|<br />
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|<br />
suggest_time=11:25, 17 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]<br />
<br />
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)<br />
<br />
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]<br />
<br />
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)<br />
<br />
Also, I rather like it that the ship doesn't have a name. It allows new clans to say "We're part of a different crew." After all, clans come and go. There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)<br />
<br />
:Well we could name them by colour, type of ship, or description of wreck like "Grey ship", "Frigate", or "Rock wrecked ship." [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Stuff===<br />
{{suggestion|<br />
suggest_type=Game mechanic|<br />
suggest_scope=Spirits|<br />
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.<br />
<br />
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your "territory."<br />
<br />
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.<br />
<br />
A few more ideas to pick and choose from:<br />
*Spirits are more powerful when working together.<br />
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.<br />
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.<br />
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|<br />
suggest_time=13:25, 19 September 2006 (UTC)|<br />
suggest_author=[[User:Zutaka|Zutaka]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Looting===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Gold|<br />
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|<br />
suggest_time=11:35, 9 November 2006|<br />
suggest_author=Nicorus|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)<br />
<br />
<br>Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Day and Night===<br />
{{suggestion|<br />
suggest_type=Game Mecanics|<br />
suggest_scope=Everyone|<br />
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|<br />
suggest_time=19:26pm/12th Nove 2006|<br />
suggest_author=Majestic[[User:Ninja|Ninja]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]<br />
<br />
Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Guildhouses===<br />
{{suggestion|<br />
suggest_type=Game Mechanic|<br />
suggest_scope=Clans|<br />
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:<br />
<br />
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut "alive" for another week. <br />
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a "medical table" where you can convert AP/XP into healing much like the scientist can do, and a "Ammo cupboard" where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|<br />
suggest_time=21:05, 26 November 2006 (UTC)|<br />
suggest_author=[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup>|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Realistically, wouldn't the contents of this "ammo cupboard" have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)<br />
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 22:22, 26 November 2006 (UTC)<br />
:Take a look at my 'temporary structure' suggestion in "misc."--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)<br />
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 04:19, 27 November 2006 (UTC)<br />
<br />
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)<br />
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 15:32, 27 November 2006 (UTC)<br />
<br />
This gives a great advantage to team players over solo players. I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)<br />
<br />
:*In the real world, working together as a team <i>does</i> have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|<font color="005555">Lantz</font>]] 22:03, 27 November 2006 (UTC)<br />
<br />
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Cupped Hands and Dumping===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=The thirsty bottleless|<br />
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|<br />
suggest_time=09:43, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use of Ranged Weapons as Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|<br />
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club. Large blowpipes can likewise deliver some damage when used as a club or cane. Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|<br />
suggest_time=03:50, 8 December 2006 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass). There should also be a chance of the weapon breaking (as per existing melee weapons).<br />
<br />
I disagree that the damage output/hit rate should be less. If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)<br />
<br />
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]<br />
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]<br />
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Renovation===<br />
{{suggestion|<br />
suggest_type=New possible action|<br />
suggest_scope=All empty huts.|<br />
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts. For instance, many clans occupy buildings and convert them to their own use. A button would become available saying something like "renovate hut." This would allow a player to type in their own flavor text for the hut. To discourage people from vandalizing the huts, the AP cost should be very high. Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut. This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern. Traders' huts and supply huts could not be modified, naturally.|<br />
suggest_time=14:40, 1 February 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)<br />
<br />
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]<br />
<br />
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]<br />
<br />
I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Major game change===<br />
{{suggestion|<br />
suggest_type=Combat|<br />
suggest_scope=Everyone|<br />
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.<br />
<br />
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.<br />
<br />
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.<br />
<br />
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.<br />
<br />
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.<br />
<br />
|<br />
suggest_time=12:30, 19 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Some comments (edited/expanded) originally posted on the forum topic:<br><br />
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints. Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.<br><br />
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage? But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character? Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?<br><br />
(D) This is a real time game. It doesn't have 'rounds'. That paradigm doesn't work on the Island. The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?<br><br />
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)<br />
<br />
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)<br />
<br />
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)<br />
::Why not both skills and armour-like items? Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that? Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)<br />
}}<br />
<br />
=== Huts: Body Dumping===<br />
{{suggestion|<br />
suggest_type=New action|<br />
suggest_scope=Everyone|<br />
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there. 1 body per 1 AP spent.|<br />
suggest_time=02:10, 13 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)<br />
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts. Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)<br />
<br />
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves<br />
<br />
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)<br />
<br />
Maybe you would get XP for burying a body. [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Villagers as NPCs===<br />
{{suggestion|<br />
suggest_type=New NPC - Villager|<br />
suggest_scope=Everyone|<br />
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off "see villagers" could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.<br />
<br />
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.<br />
<br />
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.<br />
<br />
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.<br />
<br />
4) Maxed-out players might find it more interesting.<br />
<br />
5) Players could create new camps (perhaps only maxed-out players could have this new skill, "Colonise").<br />
<br />
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|<br />
suggest_time=14:08, 14 March 2007 (GMT)|<br />
suggest_author=[[User:Apocalypso|Apocalypso]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC<br />
<br />
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!<br />
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.<br />
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)<br />
<br />
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a "wall" square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.<br />
<br />
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.<br />
<br />
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. "In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue"). -[[User:Apocalypso|Apocalypso]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Vow of Peace===<br />
{{suggestion|<br />
suggest_type=PKing opt out improvement|<br />
suggest_scope=Any characters where the player decides to opt their character out of pking|<br />
suggest_description=A vow of peace could be sought from any of the NPC Shamans. Such a vow has the following effects:<br />
<br><br><br />
(i) The character who has taken the vow cannot be attacked by another character. Any attempt to attack results in no AP consumption, and the message "such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them".<br><br />
(ii) The character who has taken the vow cannot attack another character, without confirming the attack. Confirming the attack results in immediate damage to the effect of half the character's hp - "As punishment for breaking your vow, you are wracked with pain as wounds appear on your body".<br><br />
Taking a vow of peace would require that the character sacrifice one of:<br><br />
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR<br><br />
1000 GP (only 18 characters currently have that much); OR<br><br />
2000 XP (only high level characters who've maxed out).<br />
<br><br><br />
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game. There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|<br />
suggest_time=05:41, 21 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)<br />
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)<br />
I like this, definitely needs some work though.<br />
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week? I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.<br />
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Policy Discussion===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:04, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Snakes===<br />
{{suggestion|<br />
suggest_type=Event|<br />
suggest_scope=Grasslands|<br />
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |<br />
suggest_time=02:28, 2 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments= <br />
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands. Sounds good to me. --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)<br />
<br />
::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves<br />
<br />
::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Gun Smiths===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Anyone who uses guns|<br />
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|<br />
suggest_time= 19:25, 12 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)<br />
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)<br />
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]<br />
<br />
Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see "good-quality weapons", which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Additional Ships===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Pirates/Outsiders|<br />
suggest_description=<br />
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.<br />
<br />
A few benefits:<br />
<br />
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.<br />
<br />
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.<br />
<br />
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.<br />
<br />
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders - maybe with roaming shamans nearby to assist.<br />
<br />
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.<br />
<br />
So, in summary with some suggestions on locations for other ships:<br />
<br />
<br />
1. one ship in Unity Bay near the island<br />
<br />
2. one ship in the Long Fin River delta given the number of players in the locality<br />
<br />
<br />
in addition to:<br />
<br />
3. the eastern swamp, to encourage travel to that region<br />
<br />
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets<br />
<br />
and of course:<br />
<br />
5. the flotilla at the wreck, of 3+ ships<br />
<br />
6. a ship in the water at each settlement.<br />
<br />
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|<br />
suggest_time=15 April 2007|<br />
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)<br />
<br />
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)<br />
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
<br />
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively "landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? "Climb main mast", "climb aft mast" and "Climb mizzen mast" would be options for players, all on the one square. - Dave<br />
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
::::Simon, how does Shartak handle multiple huts in the same square? If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)<br />
:::::Yes, exactly the same sort of thing. - Dave<br />
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)<br />
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least, treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native Temples===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Natives|<br />
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|<br />
suggest_time=13 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)<br />
<br />
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]<br />
<br />
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)<br />
::Actually, November -> March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)<br />
<br />
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader Shipments===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|<br />
suggest_time=11:07 April 16|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)<br />
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Class change===<br />
{{suggestion|<br />
suggest_type=Skill fettling|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.<br />
<br />
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|<br />
suggest_time=08:51, 30 April 2007 (UTC)|<br />
suggest_author=[[User:Htkl|Htkl]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)<br />
<br />
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)<br />
<br />
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote "No, no, no!" --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)<br />
<br />
I think what should happen is that everyone starts as a "general" outsider, "general" native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a "Now that you've earned over 100 XP, you can decide what class you want to specialize in." message pops up, and when you go to "Buy Skills" it gives you a "Available Specialties" button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extra Revive Option===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=people who die|<br />
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|<br />
suggest_time=May 16 13:23|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)<br />
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)<br />
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east) --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.<br />
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Well===<br />
{{suggestion|<br />
suggest_type=New inanimate object|<br />
suggest_scope=Everyone in a village|<br />
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty bucket (0AP) a message would appear "The bucket is empty. Perhaps you should fill it back up with water." <br />
<br />
The well would have an ingame graphic and would have a description of whether the bucket is down or up - "You see an old and moss covered well, it's bucket is raised to the top." / "You see an old and moss covered well, it's bucket is somewhere down below."<br />
|<br />
suggest_time=17:48, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)<br />
<br />
::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)<br />
<br />
:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Waves to erase Beach Writing===<br />
{{suggestion|<br />
suggest_type=Game tweak|<br />
suggest_scope=Writing on the Beach.|<br />
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.<br />
<br />
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|<br />
suggest_time=03:39, 23 May 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)<br />
<br />
I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pollution===<br />
{{suggestion|<br />
suggest_type=Environmental effect|<br />
suggest_scope=Litterbugs, people near them|<br />
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|<br />
suggest_time=08:00, 28 May 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Idle Characters===<br />
{{suggestion|<br />
suggest_type=Idle character event|<br />
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|<br />
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:<br />
<br />
<blockquote>"The inactivity timeline would be something like:<br />
<br><br />
Idle 1 week - you "disappear" from the map (taken steps to hide yourself from people and animals).<br />
<br><br />
1-2 weeks - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.<br />
<br><br />
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).<br />
<br><br />
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.<br />
<br><br />
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely)."</blockquote><br />
<br />
This suggestion got several positive comments from forum members.<br />
|<br />
suggest_time=11:36, 5 July 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)<br />
: I much prefer the idea the latter idea that your body would be found where or near where you were last active. I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Terrain Without Trekking Changes===<br />
{{suggestion|<br />
suggest_type=Improvement.|<br />
suggest_scope=Newbies/players without Trekking.|<br />
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |<br />
suggest_time=02:29, 26 July 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through. Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in. Walking through beaches can be tough too - sand isn't very solid and continually gives. Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.<br />
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Outposts===<br />
{{suggestion|<br />
suggest_type=Improvement!!! =p|<br />
suggest_scope=Clans and overpopulation|<br />
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|<br />
suggest_time=01:01, 2 August 2007 (UTC)|<br />
suggest_author=[[User:Pardus|Pardus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]<br />
<br />
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)<br />
<br />
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monuments===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Descriptions|<br />
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. <br><br />
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. <br><br />
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. <br><br />
This should make sure that people don't "monument spam" determined areas and at the same time it would discourage vandals to eliminate parts of history. <br><br />
Once created, monuments would display the text "There is a stone monument here. It reads" followed by the creator's message. <br><br />
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. <br><br><br />
<br />
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] <br><br><br />
<br />
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|<br />
suggest_time=16:53, 28 August 2007 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to "harvest" large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)<br />
<br />
: A pickaxe would be nice, but complicated, indeed.<br />
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.<br />
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).<br />
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)<br />
<br />
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)<br />
<br />
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:"You see a gigantic monument in the shape of (user inputed description). On it (user input details)." You can then click the details to read the long drawn out thing, for ex., it might say "On it is a brief history of Wiksik" and then you click and it has a page describing the history in colorful detail. <br />
<br />
If you start building a monument but don't have enough stones, it would say that "It appears a monument is being built here." and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.<br />
<br />
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating "yo momma" joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of "Aw, crud!" when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poll===<br />
{{suggestion|<br />
suggest_type=Active terrain|<br />
suggest_scope=Citizens|<br />
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|<br />
suggest_time=22:12, 1 September 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there? [[User:RobZombie|RobZombie]]<br />
<br />
A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Oyster Bed ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...<br />
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''<br />
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].<br />
<br />
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].<br />
<br />
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Sunken Wreck ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...<br />
:''There appears to be a large dark shape beneath you with something glinting nearby.''<br />
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.<br />
<br />
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)<br />
<br />
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Submerged Ruins ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...<br />
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''<br />
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. <br />
<br />
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pirate Talk!===<br />
{{suggestion|<br />
suggest_type=wierd pirates only thing|<br />
suggest_scope=pirates|<br />
suggest_description=<br />
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.<br />
If its turned on, the said pirate would talk like a pirate till he turns it off.|<br />
suggest_time=04:44, 19 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)<br />
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)<br />
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)<br />
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Mountain===<br />
{{suggestion|<br />
suggest_type=Environment / mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:<br />
:''Looming over you to the S is the bulk of Shartak Mountain.''<br />
:''Off in the distance E you can see Shartak Mountain.''<br />
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''<br />
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.<br />
<br />
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)<br />
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Malaria===<br />
{{suggestion|<br />
suggest_type=Disease|<br />
suggest_scope=Can affect anyone|<br />
suggest_description=This is a suggestion about implementing a disease into Shartak. Malaria, as many of you may know, is caused by mosquitos. Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected. I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected. Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move). Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice. I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.<br />
<br />
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task. |<br />
suggest_time=16:52, 21 September 2007 (UTC)|<br />
suggest_author=[[User:Roman Totale|Roman Totale]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)<br />
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)<br />
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC) <br />
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)<br />
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Change To Seance===<br />
{{suggestion|<br />
suggest_type=Altered mechanics|<br />
suggest_scope=Shaman, Villager and Settler|<br />
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.<br />
<br />
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.<br />
<br />
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)<br />
<br />
I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]<br />
<br />
:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.<br />
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)<br />
<br />
::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===A Shot at Peace===<br />
{{suggestion|<br />
suggest_type=whatever you want to think this is|<br />
suggest_scope=to peacemakers|<br />
suggest_description=<br />
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.<br />
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.<br />
<br>Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.<br />
<br>eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.<br />
<br> in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.<br />
<br>This is again to promote peace in the island.|<br />
suggest_time=12:37, 22 October 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)<br />
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)<br />
<br />
::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)<br />
<br />
One of the basic premises of the game is Natives vs Outsiders vs Pirates. A lot of players play that premise out - running a native who kills outsiders and vice versa. Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards. I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.<br><br />
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe]. If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)<br />
<br />
: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.<br />
<br> And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.<br />
<br>I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
I don't really see this as necessary, but if you want it, how about transforming this into a karma system? Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?). Each point of damage you inflict on a player subtracts that class karma points. Each point of heal you restore adds that class karma points. Once you reach a certain number of karma points, you get a bonus to healing that character class. E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10. If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal. This could help eliminate the farming aspect, or at least raise the barrier to entry. To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together). Karma could also lead to other skills, like "Intuition", to help identify people with low/high karma towards your class. And this could be used to help target those players over others - the attack drop-down in a room with many natives could list "a native", "a despicable native", and "a kindly native" for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)<br />
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan News===<br />
{{suggestion|<br />
suggest_type=Clan Organization|<br />
suggest_scope=All clans|<br />
suggest_description=Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..|<br />
suggest_time=02:37, 25 October 2007 (UTC)|<br />
suggest_author=[[User:Tomn|Tomn]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br><br />
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)<br />
<br />
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)<br />
<br />
: This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)<br />
<br />
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)<br />
<br />
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)<br />
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)<br />
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trade Quantity Control===<br />
{{suggestion|<br />
suggest_type=Trader mechanic|<br />
suggest_scope=Players trading many high value items|<br />
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|<br />
suggest_time=21:18, 26 October 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)<br />
<br />
Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say "Trade (machete) for (gold coins). Trade at least ($40) worth of goods" If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===NPC Spirits===<br />
{{suggestion|<br />
suggest_type=New class of NPC|<br />
suggest_scope=Anyone|<br />
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side. Most Europeans during the age of exploration had strong belief about the netherworld. Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more. This is just one simple suggestion, but it could lead into any number of other implementations.<br />
<br />
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har). This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now. The only difference would be that player interaction would be limited by the level of spiritual awareness. Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit. With more skills comes more awareness and potential for interaction.<br />
<br />
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own. Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits. Possibly, the overuse of shamanic skills might make some spirits more malevolent. Dabbling in the spirit world should not be taken lightly. To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced. One-shot exorcism items might be sold at Outsider trading posts. For all I know, some of the totems we already have in-game might provide some protection.<br />
<br />
Spirits might become more active at certain times (e.g. moon or seasonal cycles). Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits. There might be a few rare but powerful spirits that could be the source of quests or role playing. Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary. At the very least, even if interaction is limited, spirits could add some flavor to the game. Spirits could be the means by which NPC shamans defend themselves. The spirits of dead NPC shamans might continue to lash out at their murderers.<br />
<br />
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game. The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|<br />
suggest_time=December 23, 2007|<br />
suggest_author=Quest|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Broadening Search Results (Non-useful items)===<br />
{{suggestion|<br />
suggest_type=search mechanics|<br />
suggest_scope=Anyone|<br />
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?<br />
<br />
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.<br />
<br />
So, in searching the med hut in Durham:<br />
<br />
You search and find a first aid kit.<br />
You search and find a yellow silk parasol.<br />
You search and find a gold coin.<br />
You search and find a monocle.<br />
You search and find a bicycle wheel.<br />
You search and find a first aid kit.<br />
You search and find a gramophone.<br />
You search and find a blunt knife.<br />
You search and find a soup soon.<br />
You search and find an empty bottle.<br />
You search and find an oyster shucker.<br />
You search and find a first aid kit.<br />
You search and find a lace corset.<br />
You search and find a first aid kit.<br />
You search and find an ice pick.<br />
<br />
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. <br />
<br />
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.<br />
<br />
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that. <br />
<br />
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.<br />
<br />
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want "luxury" items.|<br />
suggest_time=2 January 2008|<br />
suggest_author=Ibn al Xuffasch|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit. If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)<br />
<br />
I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drunkness===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Anyone|<br />
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:<br />
* Sober (0-10%): Nothing special here.<br />
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.<br />
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally "h"s are added after "s"es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)<br />
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.<br />
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |<br />
suggest_time=03:53, 4 January 2008 (UTC)|<br />
suggest_author=[[User:Baliame|Baliame]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cross References:<br />
* [[Suggestions:Items#Absinth]]<br />
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]<br />
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fishing (Net) & Shoals ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=I know that "Fishing" as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.<br />
<br />
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.<br />
<br />
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new "animal", a shoal of fish. These could be small or large with the number of netted fish changing between.<br />
<br />
Flavour text:<br />
<br />
No Shoal: "You cast your net but the waters are empty."<br />
<br />
Small Shoal: "Casting your net amongst the shoal you are rewarded with X Fish" where X=1-3<br />
<br />
Large Shoal: "Casting your net amongst the shoal you are rewarded with Y Fish" where Y=3-6<br />
<br />
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.<br />
<br />
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).<br />
<br />
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.<br />
|<br />
suggest_time=13:50, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Milking Snake Venom ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.<br />
<br />
Flavour text: "You carefully milk the snakes, white venom trickles into the bottle"<br />
<br />
(After milking snakes for venom you would automatically have released them.)<br />
<br />
The high search times required to harvest these animals would be offset by relatively high trader prices.<br />
<br />
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.<br />
<br />
|<br />
suggest_time=13:56, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Dehydration===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.<br />
<br />
I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup<br />
<br />
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)<br />
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. <br />
<br />
::We have a death clock? I haven't noticed. What does it do?<br />
<br />
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.<br />
<br />
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. <br />
<br />
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)<br />
<br />
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)<br />
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. <br />
<br />
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. <br />
<br />
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.<br />
<br />
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Cooking ===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Animal Corpses===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.<br />
<br />
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.<br />
<br />
Suggested corpse sizes:<br />
<br />
TIGER - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
MONKEY - inventory 2<br />
<br />
ELEPHANT - cannot be carried or floated<br />
<br />
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
PARROT - inventory 1<br />
<br />
SHARGLE - inventory 2<br />
<br />
SQUID - cannot be carried or floated<br />
<br />
RAT - inventory 1<br />
<br />
BEAR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry<br />
<br />
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
<br />
Suggested food values and volumes:<br />
<br />
TIGER - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
MONKEY - food value 2HP, food volume 2, trophy value 1 GC<br />
<br />
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC<br />
<br />
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
PARROT - food value 1HP, food volume 1, trophy value 1 GC<br />
<br />
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC<br />
<br />
SQUID - food value 3HP, food volume 75, trophy value 5 GC<br />
<br />
RAT - food value 1HP, food volume 1, trophy value 0 GC<br />
<br />
BEAR - food value 3HP, food volume 10, trophy value 5 GC<br />
<br />
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC<br />
<br />
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC<br />
<br />
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC<br />
<br />
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC<br />
<br />
<br />
<br />
Suggested trophies:<br />
<br />
TIGER - skin, teeth, claws<br />
<br />
MONKEY - paw<br />
<br />
ELEPHANT - tusks<br />
<br />
ALLIGATOR - skin<br />
<br />
PARROT - feathers<br />
<br />
SHARGLE - claw, feathers<br />
<br />
SQUID - ink sac<br />
<br />
RAT - none<br />
<br />
BEAR - skin, teeth, claws<br />
<br />
LARGE DEER - skin<br />
<br />
SMALL DEER - skin<br />
<br />
LARGE STAG - skin, antlers<br />
<br />
WILD BOAR - skin, tusks<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)<br />
<br />
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diseases and other such Inconvinient Things===<br />
{{suggestion|<br />
suggest_type=an inconvinience :D|<br />
suggest_scope=Anyone who isn't dead|<br />
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.<br>I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.<br><br />
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration <br><br />
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|<br />
suggest_time=00:45, 8 July 2008 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? <br />
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. <br />
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?<br />
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)<br />
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)<br />
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying "infected", and when other characters see them "____ looks extremely ill"). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called "Treatment" in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)<br />
**Ok, think this:<br />
(i give recomended numbers, nothing exact)<br />
<br />
---Chance to catching disease:<br />
<br />
<5% - Moving in a swamp<br />
<br />
<5% - Hit by a alligator (hungry ones too)<br />
<br />
<5% - Hit by a bear<br />
<br />
<5% - hit by a tiger (ferious ones too)<br />
<br />
>5% - hit by a rat<br />
<br />
(Any more animals?)<br />
<br />
>(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies<br />
<br />
<5% - Bitten by a shark<br />
<br />
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)<br />
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)<br />
<br />
---New suggested skills:<br />
<br />
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?<br />
<br />
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to "burn" bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. <br />
<br />
---Infection effect (after the x hours): <br />
<br />
-Higher AP cost for moving, chopping jungle, combat etc...<br />
<br />
-deals damage just like shark bites<br />
<br />
-Every server-tick/hour(dunno what) there's a small chance (<5%) of dieing and also a small chance (<2%) of being cured, and deals 1 damage. <br />
<br />
-Anything more?<br />
<br />
By: he and <he> , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghost Ship===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=Pirate class|<br />
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:<br />
<br />
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)<br />
:*a heavy cutlass that delivers 5 HP damage per hit<br />
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)<br />
:*dodges in combat (as per existing NPC shaman)<br />
<br />
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.<br />
<br />
Suggested flavour text when at the Ghost Ship's location:<br />
<br />
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''<br />
<br />
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.<br />
<br />
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).<br />
<br />
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)<br />
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===More bats in caves===<br />
{{suggestion|<br />
suggest_type=Added fauna|<br />
suggest_scope=Cave tiles|<br />
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen '''any''' bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|<br />
suggest_time=11:27, 8 October 2008 (UTC)|<br />
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=18867Suggestions:Game mechanics2008-10-08T11:31:54Z<p>Big Kahuuna: Edited after missunderstanding.</p>
<hr />
<div>{{Suggestions header|page_type=Game mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
<br />
=== Conversion ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler.|<br />
suggest_time=23:22, 16 February 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response to this idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Capturing villages ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|<br />
suggest_time=03:41, 1 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
** Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Unique skills ===<br />
{{suggestion|<br />
suggest_type=Skill, balance change, improvement, etc|<br />
suggest_scope=Who or what it applies to|<br />
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|<br />
suggest_time=02:34, 5 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
<br />
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
<br />
*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native & outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)<br />
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
*Amateur Catching Skills (adds 10%)<br />
**Catching Skills (adds 15%, doesnt stack)<br />
***Taming Skills (adds 30%)<br />
*Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<br />
<br />
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)<br />
*1. Create several new skills, with Animal Affinity as a prerequisite:<br />
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. <br />
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. <br />
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.<br />
*2. Create an item called "Animal Feed". It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Auto Attack ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.|<br />
suggest_time=02:34, 20 March 2006 (GMT)|<br />
suggest_author=[[User:Qberry|Qberry]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
*You snooze, you lose. I mean, it wouldn't make sense if you can fight while you're asleep, right? Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
''Edit'':<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat|<br />
suggest_time=06:42, 29 March 2006 (BST)|<br />
suggest_author=[[User:Slith|Slith]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship. It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)<br />
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.<br />
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.<br />
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.<br />
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.<br />
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP "Build" button and a dropdown box for all boats on the square. ("[Build] <nothing / Ye Olde Boat> with a piece of driftwood.") After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. ("[Start building] a new boat named [text input].")<br />
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. <br />
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so. I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks). One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
<br />
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)<br />
<br />
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.<br />
<br />
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monsoon===<br />
{{suggestion|<br />
suggest_type=event|<br />
suggest_scope=all|<br />
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|<br />
suggest_time=17:28, 16 July 2006 (EST)|<br />
suggest_author=Aco|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)<br />
<br />
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, "The wind howls about you and the rain drives fiercely", to all outdoor descriptions. Add "The deadly storm rages just outside. You don't know how long this little hut can survive." to indoor descriptions. He could also temporarily expand the range of "sharks" to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to "A piece of flying debris injures you." This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)<br />
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Identification of strangers===<br />
{{suggestion|<br />
suggest_type=Ability|<br />
suggest_scope=Identification of strangers|<br />
suggest_description=As a native, I would like an "Identify an outsider" button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.<br />
<br />
Identification would cost 1 AP. Flavor text could be something like<br />
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.<br />
<br />
I estimate that this change will have the following effects:<br />
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less "gratuitous cross-class violence" (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.<br />
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current "peace tax".<br />
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.<br />
<br />
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|<br />
suggest_time=06:18, 28 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006. [[User:Black Joe|Black Joe]]<br />
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)<br />
** "I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying." I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drowning===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Environment|<br />
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water "drowning damage" comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either "drowning damage" or instant drowning after 3 hours - with a message "you have drowned". <br />
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|<br />
suggest_time=22:10, 1 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)<br />
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pigeon postal service===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Outsiders (I imagine a different version for Natives|<br />
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently) no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).<br />
<br />
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' <br />
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''<br />
*''The post woman takes your letter and smiles knowingly.''<br />
<br />
The idea may need some tweaking but this is just a suggestion on how to create in game messages. <br />
|<br />
suggest_time=17:06, 18 August 2006 (UTC)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)<br />
<br />
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)<br />
<br />
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Climbable Trees and high areas===<br />
{{suggestion|<br />
suggest_type=Game mechanics and Skill|<br />
suggest_scope=Environment|<br />
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can "climb" into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to "hide" from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message "you spot *name* hiding in the canopy above you"). Also players will be able to jump from tree to tree for 2AP. Now, onto the "other bonus" mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving "high areas" more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to "see" the number of people to the north, east, south and west - this will include areas such as north-east and south-west as "north" will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button "lookout" which would display the following text-<br />
"You scan the horizons -<br />
North - You see 1 native nearby.<br />
East - You see 6 pirates nearby. You see 3 pirates in the distance.<br />
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.<br />
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance."<br />
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.<br />
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!<br />
|<br />
suggest_time=11:49, 21 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like "You climb a tree. [down]" as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3 area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)<br />
<br />
To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to "search". There would be a button that would "list" each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)<br />
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&cy=26343&dn=1&zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.<br />
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
<br />
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:<br />
<<Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?>><br />
<<Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker>><br />
<<Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...>><br />
<<Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.>> ([http://shartak.forumsplace.com/message-152-15.html From here]).<br />
<br>- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP "Lookout" ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. ("You climb a tree for a moment and see someone to the northeast.") But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler "lookout" action will work about as well. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)<br />
<br />
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Importance of the Islands of Shartak===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Environment|<br />
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the "New Strategic Location on Island" suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|<br />
suggest_time=16:00, 23 August 2006 (UTC)|<br />
suggest_author=[[User:Gandhi|Gandhi]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Possible animals:<br />
*Gorillas - stronger than a monkey, hit harder<br />
*Rhinos - less HP than elephants, but more aggressive and hit harder<br />
Or Mythical/Exotic Creatures:<br />
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed<br />
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.<br />
*Big foot - from adjacent squares, it is seen as "An Outsider" but once on the same square, he appears as Big Foot. Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)<br />
<br />
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)<br />
<br />
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message huts===<br />
{{suggestion|<br />
suggest_type=Communications|<br />
suggest_scope=Players in camps|<br />
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.<br />
<br />
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)<br />
<br />
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |<br />
suggest_time=05:12, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - "Trader Toe says, 'Have you been to the message hut lately? I hear you have a message there.'" Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan Bonuses===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description= If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership. I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment. What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:<br />
<br />
*''Search Bonus'': 5% added to base search odds.<br />
*''Melee Bonus'': 5% added to melee accuracy.<br />
*''Range Bonus'': 5% added to firearms accuracy.<br />
*''Plunder Bonus'': 10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).<br />
*''Explore Bonus'': 5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.<br />
*''Faith Bonus'': 5% evasion to spirit attacks.<br />
*''Hunter Bonus'': +1 damage to any animal<br />
<br />
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|<br />
suggest_time=19:11, 7 September 2006 (UTC)|<br />
suggest_author=[[User:John Sevier|John Sevier]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)<br />
<br />
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll). What problem is this supposed to solve? If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say? i don't like management). This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)<br />
: Excellent points, both of you! Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too. I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play. The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks. This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing. In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair. In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount. The purpose of this suggestion is to enliven the clan system, not to punish anyone. Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile. Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing). Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)? Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance. Looking forward to hearing more on this. --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) <br />
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Additional Pirate Ships===<br />
{{suggestion|<br />
suggest_type=Dividing the growing pirate population|<br />
suggest_scope=Pirates|<br />
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|<br />
suggest_time=11:25, 17 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]<br />
<br />
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)<br />
<br />
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]<br />
<br />
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)<br />
<br />
Also, I rather like it that the ship doesn't have a name. It allows new clans to say "We're part of a different crew." After all, clans come and go. There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)<br />
<br />
:Well we could name them by colour, type of ship, or description of wreck like "Grey ship", "Frigate", or "Rock wrecked ship." [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Stuff===<br />
{{suggestion|<br />
suggest_type=Game mechanic|<br />
suggest_scope=Spirits|<br />
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.<br />
<br />
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your "territory."<br />
<br />
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.<br />
<br />
A few more ideas to pick and choose from:<br />
*Spirits are more powerful when working together.<br />
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.<br />
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.<br />
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|<br />
suggest_time=13:25, 19 September 2006 (UTC)|<br />
suggest_author=[[User:Zutaka|Zutaka]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Looting===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Gold|<br />
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|<br />
suggest_time=11:35, 9 November 2006|<br />
suggest_author=Nicorus|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)<br />
<br />
<br>Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Day and Night===<br />
{{suggestion|<br />
suggest_type=Game Mecanics|<br />
suggest_scope=Everyone|<br />
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|<br />
suggest_time=19:26pm/12th Nove 2006|<br />
suggest_author=Majestic[[User:Ninja|Ninja]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]<br />
<br />
Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Guildhouses===<br />
{{suggestion|<br />
suggest_type=Game Mechanic|<br />
suggest_scope=Clans|<br />
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:<br />
<br />
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut "alive" for another week. <br />
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a "medical table" where you can convert AP/XP into healing much like the scientist can do, and a "Ammo cupboard" where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|<br />
suggest_time=21:05, 26 November 2006 (UTC)|<br />
suggest_author=[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup>|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Realistically, wouldn't the contents of this "ammo cupboard" have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)<br />
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 22:22, 26 November 2006 (UTC)<br />
:Take a look at my 'temporary structure' suggestion in "misc."--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)<br />
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 04:19, 27 November 2006 (UTC)<br />
<br />
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)<br />
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 15:32, 27 November 2006 (UTC)<br />
<br />
This gives a great advantage to team players over solo players. I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)<br />
<br />
:*In the real world, working together as a team <i>does</i> have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|<font color="005555">Lantz</font>]] 22:03, 27 November 2006 (UTC)<br />
<br />
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Cupped Hands and Dumping===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=The thirsty bottleless|<br />
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|<br />
suggest_time=09:43, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use of Ranged Weapons as Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|<br />
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club. Large blowpipes can likewise deliver some damage when used as a club or cane. Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|<br />
suggest_time=03:50, 8 December 2006 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass). There should also be a chance of the weapon breaking (as per existing melee weapons).<br />
<br />
I disagree that the damage output/hit rate should be less. If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)<br />
<br />
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]<br />
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]<br />
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Renovation===<br />
{{suggestion|<br />
suggest_type=New possible action|<br />
suggest_scope=All empty huts.|<br />
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts. For instance, many clans occupy buildings and convert them to their own use. A button would become available saying something like "renovate hut." This would allow a player to type in their own flavor text for the hut. To discourage people from vandalizing the huts, the AP cost should be very high. Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut. This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern. Traders' huts and supply huts could not be modified, naturally.|<br />
suggest_time=14:40, 1 February 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)<br />
<br />
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]<br />
<br />
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]<br />
<br />
I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Major game change===<br />
{{suggestion|<br />
suggest_type=Combat|<br />
suggest_scope=Everyone|<br />
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.<br />
<br />
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.<br />
<br />
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.<br />
<br />
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.<br />
<br />
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.<br />
<br />
|<br />
suggest_time=12:30, 19 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Some comments (edited/expanded) originally posted on the forum topic:<br><br />
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints. Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.<br><br />
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage? But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character? Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?<br><br />
(D) This is a real time game. It doesn't have 'rounds'. That paradigm doesn't work on the Island. The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?<br><br />
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)<br />
<br />
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)<br />
<br />
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)<br />
::Why not both skills and armour-like items? Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that? Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)<br />
}}<br />
<br />
=== Huts: Body Dumping===<br />
{{suggestion|<br />
suggest_type=New action|<br />
suggest_scope=Everyone|<br />
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there. 1 body per 1 AP spent.|<br />
suggest_time=02:10, 13 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)<br />
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts. Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)<br />
<br />
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves<br />
<br />
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)<br />
<br />
Maybe you would get XP for burying a body. [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Villagers as NPCs===<br />
{{suggestion|<br />
suggest_type=New NPC - Villager|<br />
suggest_scope=Everyone|<br />
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off "see villagers" could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.<br />
<br />
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.<br />
<br />
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.<br />
<br />
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.<br />
<br />
4) Maxed-out players might find it more interesting.<br />
<br />
5) Players could create new camps (perhaps only maxed-out players could have this new skill, "Colonise").<br />
<br />
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|<br />
suggest_time=14:08, 14 March 2007 (GMT)|<br />
suggest_author=[[User:Apocalypso|Apocalypso]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC<br />
<br />
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!<br />
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.<br />
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)<br />
<br />
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a "wall" square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.<br />
<br />
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.<br />
<br />
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. "In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue"). -[[User:Apocalypso|Apocalypso]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Vow of Peace===<br />
{{suggestion|<br />
suggest_type=PKing opt out improvement|<br />
suggest_scope=Any characters where the player decides to opt their character out of pking|<br />
suggest_description=A vow of peace could be sought from any of the NPC Shamans. Such a vow has the following effects:<br />
<br><br><br />
(i) The character who has taken the vow cannot be attacked by another character. Any attempt to attack results in no AP consumption, and the message "such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them".<br><br />
(ii) The character who has taken the vow cannot attack another character, without confirming the attack. Confirming the attack results in immediate damage to the effect of half the character's hp - "As punishment for breaking your vow, you are wracked with pain as wounds appear on your body".<br><br />
Taking a vow of peace would require that the character sacrifice one of:<br><br />
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR<br><br />
1000 GP (only 18 characters currently have that much); OR<br><br />
2000 XP (only high level characters who've maxed out).<br />
<br><br><br />
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game. There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|<br />
suggest_time=05:41, 21 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)<br />
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)<br />
I like this, definitely needs some work though.<br />
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week? I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.<br />
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Policy Discussion===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:04, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Snakes===<br />
{{suggestion|<br />
suggest_type=Event|<br />
suggest_scope=Grasslands|<br />
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |<br />
suggest_time=02:28, 2 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments= <br />
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands. Sounds good to me. --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)<br />
<br />
::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves<br />
<br />
::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Gun Smiths===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Anyone who uses guns|<br />
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|<br />
suggest_time= 19:25, 12 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)<br />
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)<br />
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]<br />
<br />
Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see "good-quality weapons", which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Additional Ships===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Pirates/Outsiders|<br />
suggest_description=<br />
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.<br />
<br />
A few benefits:<br />
<br />
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.<br />
<br />
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.<br />
<br />
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.<br />
<br />
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders - maybe with roaming shamans nearby to assist.<br />
<br />
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.<br />
<br />
So, in summary with some suggestions on locations for other ships:<br />
<br />
<br />
1. one ship in Unity Bay near the island<br />
<br />
2. one ship in the Long Fin River delta given the number of players in the locality<br />
<br />
<br />
in addition to:<br />
<br />
3. the eastern swamp, to encourage travel to that region<br />
<br />
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets<br />
<br />
and of course:<br />
<br />
5. the flotilla at the wreck, of 3+ ships<br />
<br />
6. a ship in the water at each settlement.<br />
<br />
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|<br />
suggest_time=15 April 2007|<br />
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)<br />
<br />
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)<br />
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
<br />
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively "landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? "Climb main mast", "climb aft mast" and "Climb mizzen mast" would be options for players, all on the one square. - Dave<br />
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
::::Simon, how does Shartak handle multiple huts in the same square? If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)<br />
:::::Yes, exactly the same sort of thing. - Dave<br />
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)<br />
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least, treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native Temples===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Natives|<br />
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|<br />
suggest_time=13 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)<br />
<br />
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]<br />
<br />
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)<br />
::Actually, November -> March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)<br />
<br />
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader Shipments===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|<br />
suggest_time=11:07 April 16|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)<br />
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Class change===<br />
{{suggestion|<br />
suggest_type=Skill fettling|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.<br />
<br />
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|<br />
suggest_time=08:51, 30 April 2007 (UTC)|<br />
suggest_author=[[User:Htkl|Htkl]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)<br />
<br />
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)<br />
<br />
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote "No, no, no!" --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)<br />
<br />
I think what should happen is that everyone starts as a "general" outsider, "general" native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a "Now that you've earned over 100 XP, you can decide what class you want to specialize in." message pops up, and when you go to "Buy Skills" it gives you a "Available Specialties" button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extra Revive Option===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=people who die|<br />
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|<br />
suggest_time=May 16 13:23|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)<br />
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)<br />
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east) --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.<br />
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Well===<br />
{{suggestion|<br />
suggest_type=New inanimate object|<br />
suggest_scope=Everyone in a village|<br />
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty bucket (0AP) a message would appear "The bucket is empty. Perhaps you should fill it back up with water." <br />
<br />
The well would have an ingame graphic and would have a description of whether the bucket is down or up - "You see an old and moss covered well, it's bucket is raised to the top." / "You see an old and moss covered well, it's bucket is somewhere down below."<br />
|<br />
suggest_time=17:48, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)<br />
<br />
::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)<br />
<br />
:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Waves to erase Beach Writing===<br />
{{suggestion|<br />
suggest_type=Game tweak|<br />
suggest_scope=Writing on the Beach.|<br />
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.<br />
<br />
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|<br />
suggest_time=03:39, 23 May 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)<br />
<br />
I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pollution===<br />
{{suggestion|<br />
suggest_type=Environmental effect|<br />
suggest_scope=Litterbugs, people near them|<br />
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|<br />
suggest_time=08:00, 28 May 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Idle Characters===<br />
{{suggestion|<br />
suggest_type=Idle character event|<br />
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|<br />
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:<br />
<br />
<blockquote>"The inactivity timeline would be something like:<br />
<br><br />
Idle 1 week - you "disappear" from the map (taken steps to hide yourself from people and animals).<br />
<br><br />
1-2 weeks - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.<br />
<br><br />
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).<br />
<br><br />
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.<br />
<br><br />
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely)."</blockquote><br />
<br />
This suggestion got several positive comments from forum members.<br />
|<br />
suggest_time=11:36, 5 July 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)<br />
: I much prefer the idea the latter idea that your body would be found where or near where you were last active. I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Terrain Without Trekking Changes===<br />
{{suggestion|<br />
suggest_type=Improvement.|<br />
suggest_scope=Newbies/players without Trekking.|<br />
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |<br />
suggest_time=02:29, 26 July 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through. Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in. Walking through beaches can be tough too - sand isn't very solid and continually gives. Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.<br />
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Outposts===<br />
{{suggestion|<br />
suggest_type=Improvement!!! =p|<br />
suggest_scope=Clans and overpopulation|<br />
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|<br />
suggest_time=01:01, 2 August 2007 (UTC)|<br />
suggest_author=[[User:Pardus|Pardus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]<br />
<br />
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)<br />
<br />
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monuments===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Descriptions|<br />
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. <br><br />
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. <br><br />
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. <br><br />
This should make sure that people don't "monument spam" determined areas and at the same time it would discourage vandals to eliminate parts of history. <br><br />
Once created, monuments would display the text "There is a stone monument here. It reads" followed by the creator's message. <br><br />
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. <br><br><br />
<br />
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] <br><br><br />
<br />
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|<br />
suggest_time=16:53, 28 August 2007 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to "harvest" large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)<br />
<br />
: A pickaxe would be nice, but complicated, indeed.<br />
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.<br />
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).<br />
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)<br />
<br />
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)<br />
<br />
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:"You see a gigantic monument in the shape of (user inputed description). On it (user input details)." You can then click the details to read the long drawn out thing, for ex., it might say "On it is a brief history of Wiksik" and then you click and it has a page describing the history in colorful detail. <br />
<br />
If you start building a monument but don't have enough stones, it would say that "It appears a monument is being built here." and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.<br />
<br />
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating "yo momma" joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of "Aw, crud!" when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poll===<br />
{{suggestion|<br />
suggest_type=Active terrain|<br />
suggest_scope=Citizens|<br />
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|<br />
suggest_time=22:12, 1 September 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there? [[User:RobZombie|RobZombie]]<br />
<br />
A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Oyster Bed ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...<br />
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''<br />
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].<br />
<br />
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].<br />
<br />
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Sunken Wreck ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...<br />
:''There appears to be a large dark shape beneath you with something glinting nearby.''<br />
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.<br />
<br />
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)<br />
<br />
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Submerged Ruins ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...<br />
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''<br />
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. <br />
<br />
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pirate Talk!===<br />
{{suggestion|<br />
suggest_type=wierd pirates only thing|<br />
suggest_scope=pirates|<br />
suggest_description=<br />
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.<br />
If its turned on, the said pirate would talk like a pirate till he turns it off.|<br />
suggest_time=04:44, 19 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)<br />
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)<br />
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)<br />
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Mountain===<br />
{{suggestion|<br />
suggest_type=Environment / mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:<br />
:''Looming over you to the S is the bulk of Shartak Mountain.''<br />
:''Off in the distance E you can see Shartak Mountain.''<br />
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''<br />
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.<br />
<br />
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)<br />
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Malaria===<br />
{{suggestion|<br />
suggest_type=Disease|<br />
suggest_scope=Can affect anyone|<br />
suggest_description=This is a suggestion about implementing a disease into Shartak. Malaria, as many of you may know, is caused by mosquitos. Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected. I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected. Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move). Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice. I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.<br />
<br />
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task. |<br />
suggest_time=16:52, 21 September 2007 (UTC)|<br />
suggest_author=[[User:Roman Totale|Roman Totale]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)<br />
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)<br />
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC) <br />
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)<br />
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Change To Seance===<br />
{{suggestion|<br />
suggest_type=Altered mechanics|<br />
suggest_scope=Shaman, Villager and Settler|<br />
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.<br />
<br />
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.<br />
<br />
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)<br />
<br />
I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]<br />
<br />
:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.<br />
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)<br />
<br />
::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===A Shot at Peace===<br />
{{suggestion|<br />
suggest_type=whatever you want to think this is|<br />
suggest_scope=to peacemakers|<br />
suggest_description=<br />
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.<br />
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.<br />
<br>Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.<br />
<br>eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.<br />
<br> in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.<br />
<br>This is again to promote peace in the island.|<br />
suggest_time=12:37, 22 October 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)<br />
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)<br />
<br />
::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)<br />
<br />
One of the basic premises of the game is Natives vs Outsiders vs Pirates. A lot of players play that premise out - running a native who kills outsiders and vice versa. Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards. I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.<br><br />
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe]. If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)<br />
<br />
: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.<br />
<br> And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.<br />
<br>I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
I don't really see this as necessary, but if you want it, how about transforming this into a karma system? Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?). Each point of damage you inflict on a player subtracts that class karma points. Each point of heal you restore adds that class karma points. Once you reach a certain number of karma points, you get a bonus to healing that character class. E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10. If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal. This could help eliminate the farming aspect, or at least raise the barrier to entry. To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together). Karma could also lead to other skills, like "Intuition", to help identify people with low/high karma towards your class. And this could be used to help target those players over others - the attack drop-down in a room with many natives could list "a native", "a despicable native", and "a kindly native" for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)<br />
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan News===<br />
{{suggestion|<br />
suggest_type=Clan Organization|<br />
suggest_scope=All clans|<br />
suggest_description=Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..|<br />
suggest_time=02:37, 25 October 2007 (UTC)|<br />
suggest_author=[[User:Tomn|Tomn]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br><br />
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)<br />
<br />
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)<br />
<br />
: This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)<br />
<br />
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)<br />
<br />
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)<br />
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)<br />
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trade Quantity Control===<br />
{{suggestion|<br />
suggest_type=Trader mechanic|<br />
suggest_scope=Players trading many high value items|<br />
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|<br />
suggest_time=21:18, 26 October 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)<br />
<br />
Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say "Trade (machete) for (gold coins). Trade at least ($40) worth of goods" If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===NPC Spirits===<br />
{{suggestion|<br />
suggest_type=New class of NPC|<br />
suggest_scope=Anyone|<br />
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side. Most Europeans during the age of exploration had strong belief about the netherworld. Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more. This is just one simple suggestion, but it could lead into any number of other implementations.<br />
<br />
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har). This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now. The only difference would be that player interaction would be limited by the level of spiritual awareness. Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit. With more skills comes more awareness and potential for interaction.<br />
<br />
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own. Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits. Possibly, the overuse of shamanic skills might make some spirits more malevolent. Dabbling in the spirit world should not be taken lightly. To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced. One-shot exorcism items might be sold at Outsider trading posts. For all I know, some of the totems we already have in-game might provide some protection.<br />
<br />
Spirits might become more active at certain times (e.g. moon or seasonal cycles). Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits. There might be a few rare but powerful spirits that could be the source of quests or role playing. Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary. At the very least, even if interaction is limited, spirits could add some flavor to the game. Spirits could be the means by which NPC shamans defend themselves. The spirits of dead NPC shamans might continue to lash out at their murderers.<br />
<br />
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game. The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|<br />
suggest_time=December 23, 2007|<br />
suggest_author=Quest|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Broadening Search Results (Non-useful items)===<br />
{{suggestion|<br />
suggest_type=search mechanics|<br />
suggest_scope=Anyone|<br />
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?<br />
<br />
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.<br />
<br />
So, in searching the med hut in Durham:<br />
<br />
You search and find a first aid kit.<br />
You search and find a yellow silk parasol.<br />
You search and find a gold coin.<br />
You search and find a monocle.<br />
You search and find a bicycle wheel.<br />
You search and find a first aid kit.<br />
You search and find a gramophone.<br />
You search and find a blunt knife.<br />
You search and find a soup soon.<br />
You search and find an empty bottle.<br />
You search and find an oyster shucker.<br />
You search and find a first aid kit.<br />
You search and find a lace corset.<br />
You search and find a first aid kit.<br />
You search and find an ice pick.<br />
<br />
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. <br />
<br />
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.<br />
<br />
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that. <br />
<br />
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.<br />
<br />
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want "luxury" items.|<br />
suggest_time=2 January 2008|<br />
suggest_author=Ibn al Xuffasch|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit. If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)<br />
<br />
I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drunkness===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Anyone|<br />
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:<br />
* Sober (0-10%): Nothing special here.<br />
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.<br />
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally "h"s are added after "s"es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)<br />
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.<br />
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |<br />
suggest_time=03:53, 4 January 2008 (UTC)|<br />
suggest_author=[[User:Baliame|Baliame]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cross References:<br />
* [[Suggestions:Items#Absinth]]<br />
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]<br />
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fishing (Net) & Shoals ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=I know that "Fishing" as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.<br />
<br />
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.<br />
<br />
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new "animal", a shoal of fish. These could be small or large with the number of netted fish changing between.<br />
<br />
Flavour text:<br />
<br />
No Shoal: "You cast your net but the waters are empty."<br />
<br />
Small Shoal: "Casting your net amongst the shoal you are rewarded with X Fish" where X=1-3<br />
<br />
Large Shoal: "Casting your net amongst the shoal you are rewarded with Y Fish" where Y=3-6<br />
<br />
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.<br />
<br />
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).<br />
<br />
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.<br />
|<br />
suggest_time=13:50, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Milking Snake Venom ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.<br />
<br />
Flavour text: "You carefully milk the snakes, white venom trickles into the bottle"<br />
<br />
(After milking snakes for venom you would automatically have released them.)<br />
<br />
The high search times required to harvest these animals would be offset by relatively high trader prices.<br />
<br />
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.<br />
<br />
|<br />
suggest_time=13:56, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Dehydration===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.<br />
<br />
I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup<br />
<br />
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)<br />
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. <br />
<br />
::We have a death clock? I haven't noticed. What does it do?<br />
<br />
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.<br />
<br />
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. <br />
<br />
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)<br />
<br />
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)<br />
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. <br />
<br />
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. <br />
<br />
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.<br />
<br />
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Cooking ===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Animal Corpses===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.<br />
<br />
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.<br />
<br />
Suggested corpse sizes:<br />
<br />
TIGER - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
MONKEY - inventory 2<br />
<br />
ELEPHANT - cannot be carried or floated<br />
<br />
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
PARROT - inventory 1<br />
<br />
SHARGLE - inventory 2<br />
<br />
SQUID - cannot be carried or floated<br />
<br />
RAT - inventory 1<br />
<br />
BEAR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry<br />
<br />
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
<br />
Suggested food values and volumes:<br />
<br />
TIGER - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
MONKEY - food value 2HP, food volume 2, trophy value 1 GC<br />
<br />
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC<br />
<br />
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
PARROT - food value 1HP, food volume 1, trophy value 1 GC<br />
<br />
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC<br />
<br />
SQUID - food value 3HP, food volume 75, trophy value 5 GC<br />
<br />
RAT - food value 1HP, food volume 1, trophy value 0 GC<br />
<br />
BEAR - food value 3HP, food volume 10, trophy value 5 GC<br />
<br />
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC<br />
<br />
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC<br />
<br />
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC<br />
<br />
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC<br />
<br />
<br />
<br />
Suggested trophies:<br />
<br />
TIGER - skin, teeth, claws<br />
<br />
MONKEY - paw<br />
<br />
ELEPHANT - tusks<br />
<br />
ALLIGATOR - skin<br />
<br />
PARROT - feathers<br />
<br />
SHARGLE - claw, feathers<br />
<br />
SQUID - ink sac<br />
<br />
RAT - none<br />
<br />
BEAR - skin, teeth, claws<br />
<br />
LARGE DEER - skin<br />
<br />
SMALL DEER - skin<br />
<br />
LARGE STAG - skin, antlers<br />
<br />
WILD BOAR - skin, tusks<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)<br />
<br />
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diseases and other such Inconvinient Things===<br />
{{suggestion|<br />
suggest_type=an inconvinience :D|<br />
suggest_scope=Anyone who isn't dead|<br />
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.<br>I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.<br><br />
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration <br><br />
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|<br />
suggest_time=00:45, 8 July 2008 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? <br />
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. <br />
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?<br />
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)<br />
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)<br />
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying "infected", and when other characters see them "____ looks extremely ill"). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called "Treatment" in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)<br />
**Ok, think this:<br />
(i give recomended numbers, nothing exact)<br />
<br />
---Chance to catching disease:<br />
<br />
<5% - Moving in a swamp<br />
<br />
<5% - Hit by a alligator (hungry ones too)<br />
<br />
<5% - Hit by a bear<br />
<br />
<5% - hit by a tiger (ferious ones too)<br />
<br />
>5% - hit by a rat<br />
<br />
(Any more animals?)<br />
<br />
>(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies<br />
<br />
<5% - Bitten by a shark<br />
<br />
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)<br />
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)<br />
<br />
---New suggested skills:<br />
<br />
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?<br />
<br />
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to "burn" bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. <br />
<br />
---Infection effect (after the x hours): <br />
<br />
-Higher AP cost for moving, chopping jungle, combat etc...<br />
<br />
-deals damage just like shark bites<br />
<br />
-Every server-tick/hour(dunno what) there's a small chance (<5%) of dieing and also a small chance (<2%) of being cured, and deals 1 damage. <br />
<br />
-Anything more?<br />
<br />
By: he and <he> , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghost Ship===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=Pirate class|<br />
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:<br />
<br />
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)<br />
:*a heavy cutlass that delivers 5 HP damage per hit<br />
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)<br />
:*dodges in combat (as per existing NPC shaman)<br />
<br />
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.<br />
<br />
Suggested flavour text when at the Ghost Ship's location:<br />
<br />
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''<br />
<br />
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.<br />
<br />
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).<br />
<br />
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)<br />
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===More bats in caves===<br />
{{suggestion|<br />
suggest_type=Added fauna|<br />
suggest_scope=Cave tiles|<br />
suggest_description=This is just a small change. Right now the cave systems are inhabited of spiders and rats. During my exploration I haven't seen [b]any[/b] bats in the caves. I just suggest to make bats a more common addition to the cave fauna. There should be a higher chance of finding a bat in a cave than a rat at least.|<br />
suggest_time=11:27, 8 October 2008 (UTC)|<br />
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=18866Suggestions:Game mechanics2008-10-08T11:27:24Z<p>Big Kahuuna: bats in caves</p>
<hr />
<div>{{Suggestions header|page_type=Game mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
<br />
=== Conversion ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler.|<br />
suggest_time=23:22, 16 February 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response to this idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Capturing villages ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|<br />
suggest_time=03:41, 1 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
** Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Unique skills ===<br />
{{suggestion|<br />
suggest_type=Skill, balance change, improvement, etc|<br />
suggest_scope=Who or what it applies to|<br />
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|<br />
suggest_time=02:34, 5 March 2006 (GMT)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
<br />
*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
<br />
*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
<br />
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
<br />
*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native & outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)<br />
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
*Amateur Catching Skills (adds 10%)<br />
**Catching Skills (adds 15%, doesnt stack)<br />
***Taming Skills (adds 30%)<br />
*Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
<br />
<br />
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)<br />
*1. Create several new skills, with Animal Affinity as a prerequisite:<br />
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. <br />
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. <br />
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.<br />
*2. Create an item called "Animal Feed". It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Auto Attack ===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.|<br />
suggest_time=02:34, 20 March 2006 (GMT)|<br />
suggest_author=[[User:Qberry|Qberry]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
*You snooze, you lose. I mean, it wouldn't make sense if you can fight while you're asleep, right? Simply sleep in a safe place to reduce the chances of your character getting killed. --[[User:Vkkhamul|Vkkhamul]] 21:01, 4 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
{{suggestion|<br />
suggest_type=|<br />
suggest_scope=|<br />
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
''Edit'':<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat|<br />
suggest_time=06:42, 29 March 2006 (BST)|<br />
suggest_author=[[User:Slith|Slith]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship. It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)<br />
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.<br />
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.<br />
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.<br />
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.<br />
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP "Build" button and a dropdown box for all boats on the square. ("[Build] <nothing / Ye Olde Boat> with a piece of driftwood.") After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. ("[Start building] a new boat named [text input].")<br />
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. <br />
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so. I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks). One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
<br />
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)<br />
<br />
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.<br />
<br />
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monsoon===<br />
{{suggestion|<br />
suggest_type=event|<br />
suggest_scope=all|<br />
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|<br />
suggest_time=17:28, 16 July 2006 (EST)|<br />
suggest_author=Aco|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)<br />
<br />
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, "The wind howls about you and the rain drives fiercely", to all outdoor descriptions. Add "The deadly storm rages just outside. You don't know how long this little hut can survive." to indoor descriptions. He could also temporarily expand the range of "sharks" to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to "A piece of flying debris injures you." This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)<br />
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Identification of strangers===<br />
{{suggestion|<br />
suggest_type=Ability|<br />
suggest_scope=Identification of strangers|<br />
suggest_description=As a native, I would like an "Identify an outsider" button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.<br />
<br />
Identification would cost 1 AP. Flavor text could be something like<br />
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.<br />
<br />
I estimate that this change will have the following effects:<br />
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less "gratuitous cross-class violence" (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.<br />
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current "peace tax".<br />
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.<br />
<br />
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|<br />
suggest_time=06:18, 28 July 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006. [[User:Black Joe|Black Joe]]<br />
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)<br />
** "I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying." I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drowning===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Environment|<br />
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water "drowning damage" comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either "drowning damage" or instant drowning after 3 hours - with a message "you have drowned". <br />
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|<br />
suggest_time=22:10, 1 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)<br />
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]<br />
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pigeon postal service===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Outsiders (I imagine a different version for Natives|<br />
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently) no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).<br />
<br />
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' <br />
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''<br />
*''The post woman takes your letter and smiles knowingly.''<br />
<br />
The idea may need some tweaking but this is just a suggestion on how to create in game messages. <br />
|<br />
suggest_time=17:06, 18 August 2006 (UTC)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)<br />
<br />
Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)<br />
<br />
Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Climbable Trees and high areas===<br />
{{suggestion|<br />
suggest_type=Game mechanics and Skill|<br />
suggest_scope=Environment|<br />
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can "climb" into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to "hide" from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message "you spot *name* hiding in the canopy above you"). Also players will be able to jump from tree to tree for 2AP. Now, onto the "other bonus" mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving "high areas" more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to "see" the number of people to the north, east, south and west - this will include areas such as north-east and south-west as "north" will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button "lookout" which would display the following text-<br />
"You scan the horizons -<br />
North - You see 1 native nearby.<br />
East - You see 6 pirates nearby. You see 3 pirates in the distance.<br />
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.<br />
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance."<br />
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.<br />
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!<br />
|<br />
suggest_time=11:49, 21 August 2006 (UTC)|<br />
suggest_author=[[User:Zeff|Zeff]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like "You climb a tree. [down]" as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3 area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)<br />
<br />
To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to "search". There would be a button that would "list" each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)<br />
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&cy=26343&dn=1&zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.<br />
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
<br />
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:<br />
<<Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?>><br />
<<Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker>><br />
<<Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...>><br />
<<Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.>> ([http://shartak.forumsplace.com/message-152-15.html From here]).<br />
<br>- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)<br />
<br />
*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP "Lookout" ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. ("You climb a tree for a moment and see someone to the northeast.") But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler "lookout" action will work about as well. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)<br />
<br />
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Importance of the Islands of Shartak===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Environment|<br />
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the "New Strategic Location on Island" suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|<br />
suggest_time=16:00, 23 August 2006 (UTC)|<br />
suggest_author=[[User:Gandhi|Gandhi]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Possible animals:<br />
*Gorillas - stronger than a monkey, hit harder<br />
*Rhinos - less HP than elephants, but more aggressive and hit harder<br />
Or Mythical/Exotic Creatures:<br />
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed<br />
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.<br />
*Big foot - from adjacent squares, it is seen as "An Outsider" but once on the same square, he appears as Big Foot. Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)<br />
<br />
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)<br />
<br />
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Message huts===<br />
{{suggestion|<br />
suggest_type=Communications|<br />
suggest_scope=Players in camps|<br />
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.<br />
<br />
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)<br />
<br />
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |<br />
suggest_time=05:12, 7 September 2006 (UTC)|<br />
suggest_author=[[User:Elembis|Elembis]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - "Trader Toe says, 'Have you been to the message hut lately? I hear you have a message there.'" Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan Bonuses===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Everyone|<br />
suggest_description= If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership. I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment. What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:<br />
<br />
*''Search Bonus'': 5% added to base search odds.<br />
*''Melee Bonus'': 5% added to melee accuracy.<br />
*''Range Bonus'': 5% added to firearms accuracy.<br />
*''Plunder Bonus'': 10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).<br />
*''Explore Bonus'': 5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.<br />
*''Faith Bonus'': 5% evasion to spirit attacks.<br />
*''Hunter Bonus'': +1 damage to any animal<br />
<br />
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|<br />
suggest_time=19:11, 7 September 2006 (UTC)|<br />
suggest_author=[[User:John Sevier|John Sevier]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)<br />
<br />
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll). What problem is this supposed to solve? If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say? i don't like management). This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)<br />
: Excellent points, both of you! Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too. I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play. The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks. This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing. In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair. In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount. The purpose of this suggestion is to enliven the clan system, not to punish anyone. Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile. Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing). Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)? Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance. Looking forward to hearing more on this. --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) <br />
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Additional Pirate Ships===<br />
{{suggestion|<br />
suggest_type=Dividing the growing pirate population|<br />
suggest_scope=Pirates|<br />
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|<br />
suggest_time=11:25, 17 September 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]<br />
<br />
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)<br />
<br />
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]<br />
<br />
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)<br />
<br />
Also, I rather like it that the ship doesn't have a name. It allows new clans to say "We're part of a different crew." After all, clans come and go. There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)<br />
<br />
:Well we could name them by colour, type of ship, or description of wreck like "Grey ship", "Frigate", or "Rock wrecked ship." [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Spirit Stuff===<br />
{{suggestion|<br />
suggest_type=Game mechanic|<br />
suggest_scope=Spirits|<br />
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.<br />
<br />
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your "territory."<br />
<br />
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.<br />
<br />
A few more ideas to pick and choose from:<br />
*Spirits are more powerful when working together.<br />
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.<br />
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.<br />
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|<br />
suggest_time=13:25, 19 September 2006 (UTC)|<br />
suggest_author=[[User:Zutaka|Zutaka]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Looting===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Gold|<br />
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|<br />
suggest_time=11:35, 9 November 2006|<br />
suggest_author=Nicorus|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)<br />
<br />
<br>Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Day and Night===<br />
{{suggestion|<br />
suggest_type=Game Mecanics|<br />
suggest_scope=Everyone|<br />
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|<br />
suggest_time=19:26pm/12th Nove 2006|<br />
suggest_author=Majestic[[User:Ninja|Ninja]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]<br />
<br />
Should be 48 hour days, so no matter what time zone you're in you would experience day and night (daytime one day, nighttime the next day) --[[User:Buttercup|Buttercup]] 11:59, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Guildhouses===<br />
{{suggestion|<br />
suggest_type=Game Mechanic|<br />
suggest_scope=Clans|<br />
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:<br />
<br />
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut "alive" for another week. <br />
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a "medical table" where you can convert AP/XP into healing much like the scientist can do, and a "Ammo cupboard" where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|<br />
suggest_time=21:05, 26 November 2006 (UTC)|<br />
suggest_author=[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup>|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Realistically, wouldn't the contents of this "ammo cupboard" have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)<br />
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 22:22, 26 November 2006 (UTC)<br />
:Take a look at my 'temporary structure' suggestion in "misc."--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)<br />
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 04:19, 27 November 2006 (UTC)<br />
<br />
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)<br />
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''<font color="green" size="2">E</font><font color="black" size="2">r</font><font color="green" size="2">a</font><font color="black" size="2">d</font><font color="green" size="2">o</font><font color="black" size="2">s</font>''']]<sup>[[Mercenary's Guild|<font color="green">MG</font>]]</sup> 15:32, 27 November 2006 (UTC)<br />
<br />
This gives a great advantage to team players over solo players. I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)<br />
<br />
:*In the real world, working together as a team <i>does</i> have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|<font color="005555">Lantz</font>]] 22:03, 27 November 2006 (UTC)<br />
<br />
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Cupped Hands and Dumping===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=The thirsty bottleless|<br />
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|<br />
suggest_time=09:43, 5 December 2006 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? <br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Use of Ranged Weapons as Melee Weapons===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|<br />
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club. Large blowpipes can likewise deliver some damage when used as a club or cane. Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|<br />
suggest_time=03:50, 8 December 2006 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass). There should also be a chance of the weapon breaking (as per existing melee weapons).<br />
<br />
I disagree that the damage output/hit rate should be less. If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)<br />
<br />
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]<br />
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]<br />
Partially implemented (see http://forum.shartak.com/index.php?topic=1254.0;topicseen) ? --[[User:Johan Crichton|Johan Crichton]] 02:35, 26 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Hut Renovation===<br />
{{suggestion|<br />
suggest_type=New possible action|<br />
suggest_scope=All empty huts.|<br />
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts. For instance, many clans occupy buildings and convert them to their own use. A button would become available saying something like "renovate hut." This would allow a player to type in their own flavor text for the hut. To discourage people from vandalizing the huts, the AP cost should be very high. Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut. This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern. Traders' huts and supply huts could not be modified, naturally.|<br />
suggest_time=14:40, 1 February 2007 (UTC)|<br />
suggest_author=[[User:Black Joe|Black Joe]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)<br />
<br />
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]<br />
<br />
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]<br />
<br />
I like the idea. It would make my chars available for more roaming around Shartak, but what and how much would you have to pay for it? Maybe donators get to claim one hut permanently? [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Major game change===<br />
{{suggestion|<br />
suggest_type=Combat|<br />
suggest_scope=Everyone|<br />
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.<br />
<br />
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.<br />
<br />
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.<br />
<br />
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.<br />
<br />
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.<br />
<br />
|<br />
suggest_time=12:30, 19 February 2007 (UTC)|<br />
suggest_author=[[User:Odysseus|Odysseus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Some comments (edited/expanded) originally posted on the forum topic:<br><br />
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints. Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.<br><br />
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage? But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character? Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?<br><br />
(D) This is a real time game. It doesn't have 'rounds'. That paradigm doesn't work on the Island. The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?<br><br />
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)<br />
<br />
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)<br />
<br />
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)<br />
::Why not both skills and armour-like items? Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that? Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)<br />
}}<br />
<br />
=== Huts: Body Dumping===<br />
{{suggestion|<br />
suggest_type=New action|<br />
suggest_scope=Everyone|<br />
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there. 1 body per 1 AP spent.|<br />
suggest_time=02:10, 13 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<br />
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)<br />
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts. Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)<br />
<br />
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves<br />
<br />
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)<br />
<br />
Maybe you would get XP for burying a body. [[Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Villagers as NPCs===<br />
{{suggestion|<br />
suggest_type=New NPC - Villager|<br />
suggest_scope=Everyone|<br />
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off "see villagers" could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.<br />
<br />
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.<br />
<br />
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.<br />
<br />
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.<br />
<br />
4) Maxed-out players might find it more interesting.<br />
<br />
5) Players could create new camps (perhaps only maxed-out players could have this new skill, "Colonise").<br />
<br />
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|<br />
suggest_time=14:08, 14 March 2007 (GMT)|<br />
suggest_author=[[User:Apocalypso|Apocalypso]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC<br />
<br />
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!<br />
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.<br />
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)<br />
<br />
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a "wall" square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.<br />
<br />
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.<br />
<br />
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. "In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue"). -[[User:Apocalypso|Apocalypso]]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Vow of Peace===<br />
{{suggestion|<br />
suggest_type=PKing opt out improvement|<br />
suggest_scope=Any characters where the player decides to opt their character out of pking|<br />
suggest_description=A vow of peace could be sought from any of the NPC Shamans. Such a vow has the following effects:<br />
<br><br><br />
(i) The character who has taken the vow cannot be attacked by another character. Any attempt to attack results in no AP consumption, and the message "such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them".<br><br />
(ii) The character who has taken the vow cannot attack another character, without confirming the attack. Confirming the attack results in immediate damage to the effect of half the character's hp - "As punishment for breaking your vow, you are wracked with pain as wounds appear on your body".<br><br />
Taking a vow of peace would require that the character sacrifice one of:<br><br />
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR<br><br />
1000 GP (only 18 characters currently have that much); OR<br><br />
2000 XP (only high level characters who've maxed out).<br />
<br><br><br />
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game. There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|<br />
suggest_time=05:41, 21 March 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)<br />
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)<br />
I like this, definitely needs some work though.<br />
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week? I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.<br />
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Policy Discussion===<br />
{{suggestion|<br />
suggest_type=Discussion of policy|<br />
suggest_scope=Suggestions page|<br />
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|<br />
suggest_time=13:04, 3 March 2007 (UTC)|<br />
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|<br />
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!<br />
<br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Snakes===<br />
{{suggestion|<br />
suggest_type=Event|<br />
suggest_scope=Grasslands|<br />
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |<br />
suggest_time=02:28, 2 April 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments= <br />
:Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands. Sounds good to me. --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)<br />
<br />
::Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves<br />
<br />
::: I like this, but with this added risk would anyone still bother with searching the area? It seems the grasslands should have some added benefit too, besides just more negatives. [[User:Blahmicho|Blahmicho]] 23:15, 6 November 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Gun Smiths===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Anyone who uses guns|<br />
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|<br />
suggest_time= 19:25, 12 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)<br />
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)<br />
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]<br />
<br />
Well, if the weaponsmiths are introduced and weapons start blowing in hands, I'd like to see "good-quality weapons", which don't have the possibility of breaking. [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Additional Ships===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Pirates/Outsiders|<br />
suggest_description=<br />
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.<br />
<br />
A few benefits:<br />
<br />
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.<br />
<br />
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.<br />
<br />
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.<br />
<br />
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders - maybe with roaming shamans nearby to assist.<br />
<br />
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.<br />
<br />
So, in summary with some suggestions on locations for other ships:<br />
<br />
<br />
1. one ship in Unity Bay near the island<br />
<br />
2. one ship in the Long Fin River delta given the number of players in the locality<br />
<br />
<br />
in addition to:<br />
<br />
3. the eastern swamp, to encourage travel to that region<br />
<br />
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets<br />
<br />
and of course:<br />
<br />
5. the flotilla at the wreck, of 3+ ships<br />
<br />
6. a ship in the water at each settlement.<br />
<br />
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|<br />
suggest_time=15 April 2007|<br />
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)<br />
<br />
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)<br />
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
<br />
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively "landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? "Climb main mast", "climb aft mast" and "Climb mizzen mast" would be options for players, all on the one square. - Dave<br />
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)<br />
::::Simon, how does Shartak handle multiple huts in the same square? If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)<br />
:::::Yes, exactly the same sort of thing. - Dave<br />
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)<br />
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least, treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native Temples===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Natives|<br />
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|<br />
suggest_time=13 April 2007|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)<br />
<br />
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]<br />
<br />
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)<br />
::Actually, November -> March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)<br />
<br />
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trader Shipments===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=Everyone|<br />
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|<br />
suggest_time=11:07 April 16|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)<br />
::At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Class change===<br />
{{suggestion|<br />
suggest_type=Skill fettling|<br />
suggest_scope=Everyone|<br />
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.<br />
<br />
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|<br />
suggest_time=08:51, 30 April 2007 (UTC)|<br />
suggest_author=[[User:Htkl|Htkl]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)<br />
<br />
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)<br />
<br />
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote "No, no, no!" --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)<br />
<br />
I think what should happen is that everyone starts as a "general" outsider, "general" native, (or just a pirate), and then can pick which class they want to upgrade to later, like at least wait until you get enough XP to actually buy a skill. Like a "Now that you've earned over 100 XP, you can decide what class you want to specialize in." message pops up, and when you go to "Buy Skills" it gives you a "Available Specialties" button where you can read up on the different specialties, and if/when you're ready you can choose your class. I hadn't even bought any skills yet but I couldn't switch my villager to a different class, it sucked. --[[User:Buttercup|Buttercup]] 03:56, 10 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Extra Revive Option===<br />
{{suggestion|<br />
suggest_type=improvement|<br />
suggest_scope=people who die|<br />
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|<br />
suggest_time=May 16 13:23|<br />
suggest_author=[[User:kenny rogers1|kenny rogers1]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)<br />
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)<br />
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east) --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.<br />
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Well===<br />
{{suggestion|<br />
suggest_type=New inanimate object|<br />
suggest_scope=Everyone in a village|<br />
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty bucket (0AP) a message would appear "The bucket is empty. Perhaps you should fill it back up with water." <br />
<br />
The well would have an ingame graphic and would have a description of whether the bucket is down or up - "You see an old and moss covered well, it's bucket is raised to the top." / "You see an old and moss covered well, it's bucket is somewhere down below."<br />
|<br />
suggest_time=17:48, 21 May 2007 (UTC)|<br />
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|<br />
suggest_comments=<br />
<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
:Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)<br />
<br />
::Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)<br />
<br />
:::Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Waves to erase Beach Writing===<br />
{{suggestion|<br />
suggest_type=Game tweak|<br />
suggest_scope=Writing on the Beach.|<br />
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.<br />
<br />
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|<br />
suggest_time=03:39, 23 May 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I like this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)<br />
<br />
I dunno, finding all the weird things that people have written in the sand is one of the joys of walking on the beach. I'd rather see what they've written whole and intact. --[[User:Buttercup|Buttercup]] 17:36, 18 April 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pollution===<br />
{{suggestion|<br />
suggest_type=Environmental effect|<br />
suggest_scope=Litterbugs, people near them|<br />
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|<br />
suggest_time=08:00, 28 May 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Idle Characters===<br />
{{suggestion|<br />
suggest_type=Idle character event|<br />
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|<br />
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:<br />
<br />
<blockquote>"The inactivity timeline would be something like:<br />
<br><br />
Idle 1 week - you "disappear" from the map (taken steps to hide yourself from people and animals).<br />
<br><br />
1-2 weeks - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.<br />
<br><br />
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).<br />
<br><br />
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.<br />
<br><br />
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely)."</blockquote><br />
<br />
This suggestion got several positive comments from forum members.<br />
|<br />
suggest_time=11:36, 5 July 2007 (UTC)|<br />
suggest_author=[[User:Johan Crichton|Johan Crichton]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)<br />
: I much prefer the idea the latter idea that your body would be found where or near where you were last active. I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Terrain Without Trekking Changes===<br />
{{suggestion|<br />
suggest_type=Improvement.|<br />
suggest_scope=Newbies/players without Trekking.|<br />
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |<br />
suggest_time=02:29, 26 July 2007 (UTC)|<br />
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through. Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in. Walking through beaches can be tough too - sand isn't very solid and continually gives. Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.<br />
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Outposts===<br />
{{suggestion|<br />
suggest_type=Improvement!!! =p|<br />
suggest_scope=Clans and overpopulation|<br />
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|<br />
suggest_time=01:01, 2 August 2007 (UTC)|<br />
suggest_author=[[User:Pardus|Pardus]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]<br />
<br />
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)<br />
<br />
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Monuments===<br />
{{suggestion|<br />
suggest_type=Action|<br />
suggest_scope=Descriptions|<br />
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. <br><br />
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. <br><br />
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. <br><br />
This should make sure that people don't "monument spam" determined areas and at the same time it would discourage vandals to eliminate parts of history. <br><br />
Once created, monuments would display the text "There is a stone monument here. It reads" followed by the creator's message. <br><br />
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. <br><br><br />
<br />
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] <br><br><br />
<br />
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|<br />
suggest_time=16:53, 28 August 2007 (UTC)|<br />
suggest_author=[[User:0000FF Beard|0000FF Beard]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to "harvest" large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)<br />
<br />
: A pickaxe would be nice, but complicated, indeed.<br />
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.<br />
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).<br />
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)<br />
<br />
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)<br />
<br />
Perhaps there could be a way to repair a monument by adding more stones or something to it? And I'd think you should be able to carry a few non-stone items - a machete and 2-3 herbs, maybe? Or maybe how big/strong the monument is could be determined by how many stones you use? 5 stones= a small monument, 10 stones = monument, 20 stones = large monument (you'd have to make 2 trips or have someone help you), 35 stones = gigantic monument (4 trips). The bigger the monument, the more text you can put in. With bigger monuments you can add more text describing it. Like, for the biggest one:"You see a gigantic monument in the shape of (user inputed description). On it (user input details)." You can then click the details to read the long drawn out thing, for ex., it might say "On it is a brief history of Wiksik" and then you click and it has a page describing the history in colorful detail. <br />
<br />
If you start building a monument but don't have enough stones, it would say that "It appears a monument is being built here." and you could choose to add stones to it or attack/dismantle it. Only the person who started building it would be able to add text to it, though.<br />
<br />
The only thing is, sometimes I'll write something and will make a spelling error, or forget and leave something out. Not too big a deal if you only said something or made a signpost, it's not too hard to fix, but if you're wasting a week's worth of AP to do this and then mess up... it'd be a pain to have to destroy it and start all over again. So I propose that when you build it you can write on it in chalk as many times as you want until you get the details worked out. Other people won't notice the chalk marks, just you. That way you'll actually put something permanent when you're ready instead of making a rotating "yo momma" joke board. Then, when you're satisfied, you can carve it in, so that other people can see it. There has to be chalk marks there, 'cuz that's what you're carving over (and to prevent cries of "Aw, crud!" when they accidentally hit the return key before they're finished). --[[User:Buttercup|Buttercup]] 13:34, 2 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Poll===<br />
{{suggestion|<br />
suggest_type=Active terrain|<br />
suggest_scope=Citizens|<br />
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|<br />
suggest_time=22:12, 1 September 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there? [[User:RobZombie|RobZombie]]<br />
<br />
A captain, a first-mate (doing police-stuff), the rum-master... [[User:Mill Wilkinson|Mill Wilkinson]]<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Oyster Bed ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...<br />
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''<br />
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].<br />
<br />
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].<br />
<br />
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Sunken Wreck ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...<br />
:''There appears to be a large dark shape beneath you with something glinting nearby.''<br />
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.<br />
<br />
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)<br />
<br />
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Submerged Ruins ===<br />
{{suggestion|<br />
suggest_type=Game mechanic and new location|<br />
suggest_scope=Water locations|<br />
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...<br />
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''<br />
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. <br />
<br />
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].<br />
|<br />
suggest_time=13:37, 14 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Pirate Talk!===<br />
{{suggestion|<br />
suggest_type=wierd pirates only thing|<br />
suggest_scope=pirates|<br />
suggest_description=<br />
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.<br />
If its turned on, the said pirate would talk like a pirate till he turns it off.|<br />
suggest_time=04:44, 19 September 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)<br />
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)<br />
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)<br />
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Shartak Mountain===<br />
{{suggestion|<br />
suggest_type=Environment / mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:<br />
:''Looming over you to the S is the bulk of Shartak Mountain.''<br />
:''Off in the distance E you can see Shartak Mountain.''<br />
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''<br />
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.<br />
<br />
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)<br />
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Malaria===<br />
{{suggestion|<br />
suggest_type=Disease|<br />
suggest_scope=Can affect anyone|<br />
suggest_description=This is a suggestion about implementing a disease into Shartak. Malaria, as many of you may know, is caused by mosquitos. Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected. I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected. Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move). Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice. I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.<br />
<br />
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task. |<br />
suggest_time=16:52, 21 September 2007 (UTC)|<br />
suggest_author=[[User:Roman Totale|Roman Totale]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)<br />
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)<br />
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC) <br />
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)<br />
:Offtopicizing, a Kingdom of Loathing direction ;) --[[User:Lama|Lama]] 19:55, 29 September 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Change To Seance===<br />
{{suggestion|<br />
suggest_type=Altered mechanics|<br />
suggest_scope=Shaman, Villager and Settler|<br />
suggest_description=This suggestion is for an alteration to the shamanic 'Seance' skill. At present the use of 'Seance' merely reveals the passive spirits in the current location square. With this alteration the use of 'Seance' would automatically make all nearby spirits visible to the Shaman on the mini-map in the same way that other players or animals are visible in the mini-map. This would allow for efficient, targeted exorcisms.<br />
<br />
Upon pressing the 'Seance' button the Shaman would expend 5 APs to enter into a trance. Once in the trance the 'Seance' button would change to 'Leave Trance'. Whilst the Shaman is in the trance all spirits in range become visible on the mini-map. This visibility would include showing spirits ''inside'' a hut if the shaman is outdoors and spirits in the terrain ''outside'' a hut if the shaman is indoors. Any actions taking by the Shaman (with the exception of an Exorcism) cost an additional 2 APs per action e.g. moving 1 square with Trekking would be 2.5 APs, entering/leaving a hut would cost 3 APs, speaking would cost 3 APs.<br />
<br />
The exact AP numbers for entering a trance and taking actions whilst in a trance are up for debate. As an alternative to changing the 'Seance' mechanic this could be made an additional skill called 'Spirit Vision' that has 'Seance' as a prerequisite or a complete renaming of the 'Seance' skill.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:24, 12 October 2007 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
I rather like this, especially as an additional skill with Seance as a prerequisite. However I don't think it should allow you to see ghosts in a hut if you're outside, or see ghosts outside if you're in a hut [[User:Blahmicho|Blahmicho]] 00:12, 13 October 2007 (UTC)<br />
<br />
I like this suggestion, but I also agree with Blahmicho on not seeing ghosts inside a hut if you are outside and vice versa [[User:Cthulhu|Cthulhu]]<br />
<br />
:What about a simpler form where you click Seance and it tells you what direction and how far away the strongest spirit presence can be felt? Another possibility: You sense a strong presence to the north, a weak presence to the south-east and a presence to the west.<br />
:Weak = 1 spirit, strong = highest number found, no modifier = some number in between. Range could be anything up to about 10 blocks in all directions (covering 441 map squares in a 21x21 area) --[[User:Simon|Simon]] 13:13, 28 October 2007 (UTC)<br />
<br />
::I think this one is probably redundant now. The ability to Invoke Spirits would see to save a lot of time / APs that might otherwise be spent searching. Is that not the case? --[[User:Skull Face|Skull Face]] 09:11, 31 October 2007 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===A Shot at Peace===<br />
{{suggestion|<br />
suggest_type=whatever you want to think this is|<br />
suggest_scope=to peacemakers|<br />
suggest_description=<br />
I have noted that violence remains to be the most popular way of gaining xp in game. I think peaceful means of gaining xp could be improved on.<br />
Healing players of other races could give +3-5xp (depends on what simon would think), like when native heals pirate, pirate heals outsider, outsider heals native etc.<br />
<br>Anyone who attacks someone for more than a total of 3hp then heals them would result in no extra xp gain for healing.<br />
<br>eg. A pirate wandering in the jungle comes across a wounded native. He then taps the person with his cutlass for 3hp to see if its lama or some dangerous native, but it then turns out to be a friendly native. He then heals the native and gains +3xp for every heal he made.<br />
<br> in the same way, a native fires a poison dart at an outsider by accident for 4hp, then heals the outsider. He doesn't gain any bonus xp for healing the player because he attacked for more than 3hp.<br />
<br>This is again to promote peace in the island.|<br />
suggest_time=12:37, 22 October 2007 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Skull face, i know you won't support this. So please, just be quiet. -[[User:Elegost|Elegost]] 12:37, 22 October 2007 (UTC)<br />
:I will make my comments and you will leave them intact please or I'll report you for wiki vandalism - this is a public page where we all have a voice. I vote '''No''' as this suggestion is based on flawed logic - why should an outsider healing a native he just stabbed gain more XP than an outsider healing an outsider victim of a native attack? It also has potential for exploitative stab-and-heal actions which could result in a disproportionate XP gain. Thumbs down. --[[User:Skull Face|Skull Face]] 20:23, 22 October 2007 (UTC)<br />
<br />
::Apparently, you're not bright enough. I removed the entire section and replaced it with this NEW one. Can't remove comments that aren't there can i? ;) And the protection against xp-gaining abuse is already there. A cheaper version of the IFF, try to tap him with your weapon. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
::May I suggest that you both ignore each other completely? Obviously, this will never be resolved, so continuing is simply pointless.--[[User:Black Joe|Black Joe]] 02:03, 24 October 2007 (UTC)<br />
<br />
One of the basic premises of the game is Natives vs Outsiders vs Pirates. A lot of players play that premise out - running a native who kills outsiders and vice versa. Those who choose to play peaceful characters typically do so because of role-playing reasons rather than in game rewards. I don't see that a small amount of XP (3-5) would necessarily persuade anyone to play in a more peaceful fashion.<br><br />
Furthermore, there are existing peaceful ways to ID a character whose identity you don't know, e.g. [Identify_Friend_or_Foe]. If you want to promote peace, using violence (even in small quantities) to identify seems a bit backwards - why not a simpler suggestion that you can ID people without having to hit them? --[[User:Johan Crichton|Johan Crichton]] 20:39, 22 October 2007 (UTC)<br />
<br />
: The first idea that most players get is that the game is like an island war. Natives vs Outsiders vs Pirates. But it isn't, there really is no set goal for anyone as far as i know,0 that's just the most obvious.<br />
<br> And i'm merely just promoting island peace. And healing other races is a good start. Violence need not be the only way to play the game.<br />
<br>I see your point on the stabbing thing. But not everyone has a gold coin to spare. -[[User:Elegost|Elegost]] 08:46, 23 October 2007 (UTC)<br />
<br />
I don't really see this as necessary, but if you want it, how about transforming this into a karma system? Each character gets 3 types of karma for the 3 general classes of players (maybe 1 for NPC's too?). Each point of damage you inflict on a player subtracts that class karma points. Each point of heal you restore adds that class karma points. Once you reach a certain number of karma points, you get a bonus to healing that character class. E.g., you attack a native for 50 points, your karma is -50. Then you heal 5 natives for a total of 60 points, so your karma is now 10. If you happen to reach a karma of 200 (or other arbitrary number) for natives, you get 10% bonus XP per native heal. This could help eliminate the farming aspect, or at least raise the barrier to entry. To help eliminate single player abuse, every damage point could add -2 karma (bonus farming could still be done by two people working together). Karma could also lead to other skills, like "Intuition", to help identify people with low/high karma towards your class. And this could be used to help target those players over others - the attack drop-down in a room with many natives could list "a native", "a despicable native", and "a kindly native" for some average karma native, the lowest karma native, and the highest karma native, respectively. --[[User:Frisco|Frisco]] 08:00, 28 October 2007 (UTC)<br />
:If you did the Karma thing, you'd have to make it where killing someone subtracts a lot more karma than just injuring them. Maybe 50 or more extra negative karma points, because murder is a lot harder to atone for. --[[User:Buttercup|Buttercup]] 11:46, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Clan News===<br />
{{suggestion|<br />
suggest_type=Clan Organization|<br />
suggest_scope=All clans|<br />
suggest_description=Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..|<br />
suggest_time=02:37, 25 October 2007 (UTC)|<br />
suggest_author=[[User:Tomn|Tomn]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br><br />
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)<br />
<br />
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)<br />
<br />
: This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)<br />
<br />
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)<br />
<br />
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)<br />
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)<br />
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trade Quantity Control===<br />
{{suggestion|<br />
suggest_type=Trader mechanic|<br />
suggest_scope=Players trading many high value items|<br />
suggest_description=Trading 50 or so 2gc items takes a long time even if the price agreed on doesn't change. Instead of trading one item at a time and wasting ap why not trade more? I suggest a number box next to the selling item box that fuctions when the selling item is the more valueable and a number box next to the buying item that functions when the buying item is more valueable.|<br />
suggest_time=21:18, 26 October 2007 (UTC)|<br />
suggest_author=[[User:Darkferret|Darkferret]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I'm generally against anything that encourages trading and this definitely does the trick. I want more people leaving the towns so I vote no. --[[User:Edwardel|Edwardel]] 16:34, 25 November 2007 (UTC)<br />
<br />
Another option would be a single box that simply lets you trade $X worth of items, with a $ limit of say, $50. That way you could trade low value items more quickly, but high value items you could still only do one at a time. So, it would say "Trade (machete) for (gold coins). Trade at least ($40) worth of goods" If machetes were worth $17 and gold coins worth $35, it would see that 3 machetes = $51, and 2 coins = $70. Less than that would put it under $40, so those are the lowest numbers it would trade. First it would try 3 machetes, but would find that that was only worth 1.5 gold, which is lower than the minimum it will trade. Then it would try 4 machetes, and see that that was worth ''almost'' 2 gold, and was close enough to trade. So, the trader would trade 4 of your machetes for 2 of his gold coins. --[[User:Buttercup|Buttercup]] 22:58, 24 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===NPC Spirits===<br />
{{suggestion|<br />
suggest_type=New class of NPC|<br />
suggest_scope=Anyone|<br />
suggest_description=Look at the belief system of almost any indigenous people, and you'll likely find a world rich in its spiritual side. Most Europeans during the age of exploration had strong belief about the netherworld. Shartak's spiritual world is currently limited to the souls of dead players, but there could be so much more. This is just one simple suggestion, but it could lead into any number of other implementations.<br />
<br />
By including NPC spirits, Shartak's spiritual world would be a little more fleshed out (har har). This may be as simple as adding human, animal, or other spirits that would behave essentially like animals do now. The only difference would be that player interaction would be limited by the level of spiritual awareness. Players with no spiritual skills might feel very little in the presence of spirits, just a sense of peacefulness or spookiness depending on the nature of the spirit. With more skills comes more awareness and potential for interaction.<br />
<br />
To protect less experienced players or those who don't wish to participate in the world of spirits, it might be wise to limit the damage spirits do on their own. Likewise, it would be necessary to ensure Shaman characters would not become too powerful with the addition of spirits. Possibly, the overuse of shamanic skills might make some spirits more malevolent. Dabbling in the spirit world should not be taken lightly. To balance the fact that many players don't have the same skills shamans do, items of spritual protection might be introduced. One-shot exorcism items might be sold at Outsider trading posts. For all I know, some of the totems we already have in-game might provide some protection.<br />
<br />
Spirits might become more active at certain times (e.g. moon or seasonal cycles). Certain holy sites around Shartak (e.g. the mountain, the ruins, new Outsider graveyards) would have a higher density of spirits. There might be a few rare but powerful spirits that could be the source of quests or role playing. Who wouldn't want to go see the Great Shargle Spirit on the mountain, or commune with the Holy Elephant Spirit at its deep jungle sanctuary. At the very least, even if interaction is limited, spirits could add some flavor to the game. Spirits could be the means by which NPC shamans defend themselves. The spirits of dead NPC shamans might continue to lash out at their murderers.<br />
<br />
I hope that I'm not being biased, being a shaman myself, but I think this could be a great addition to the game. The age of exploration was full of dragons, sea monsters, and ghosts, and this would be one way of adding to that sense of fear, awe and wonder.|<br />
suggest_time=December 23, 2007|<br />
suggest_author=Quest|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Broadening Search Results (Non-useful items)===<br />
{{suggestion|<br />
suggest_type=search mechanics|<br />
suggest_scope=Anyone|<br />
suggest_description=Its occured to me that in repeatedly search the med or ammo huts, its unrealistic to repeatedly to not find things and then suddenly find stuff. You're either blind or stupid. How can this be?<br />
<br />
More likely, if you were rummaging through boxes or looking at collections of berries etc you'd find lots of stuff you wouldn't want, and have to discard them.<br />
<br />
So, in searching the med hut in Durham:<br />
<br />
You search and find a first aid kit.<br />
You search and find a yellow silk parasol.<br />
You search and find a gold coin.<br />
You search and find a monocle.<br />
You search and find a bicycle wheel.<br />
You search and find a first aid kit.<br />
You search and find a gramophone.<br />
You search and find a blunt knife.<br />
You search and find a soup soon.<br />
You search and find an empty bottle.<br />
You search and find an oyster shucker.<br />
You search and find a first aid kit.<br />
You search and find a lace corset.<br />
You search and find a first aid kit.<br />
You search and find an ice pick.<br />
<br />
... and so on. So you're constantly finding stuff with no value (the trader turns up his nose at things utterly useless for survival on the island), which you either keep or dump so your inventory doesn't get filled, but you always actually find stuff. <br />
<br />
The concept reminds me of Tom Hanks in that castaway movie, where, stuck on a tropical island, he rummages through washed up luggage and finds ice skates.<br />
<br />
The suggestion is intended to add realism, a bit of humour, and fills up characters' inventories quickly so they have to keep an eye on that. <br />
<br />
Another thing, clearly, is that it would add to characterisation. As OOOF says, it would be kind of cool to have a pith helmet and monocle, just for the hell of it. A silver thimble, a gold hoop earring, a rusting razor, a frayed flag of Brabrant, a box of Moroccan tiles, a torn loin cloth, a martini glass, a crystal vase, a priswig, a framed photograph of the Grand Duke of St Petersberg, a potato peeler, a merken, a bottle of perfume, a champagne cork, a box of rouge.<br />
<br />
Also, as trading between players has now been implemented, you could actually accumulate these ramdom objects and sell them as goods between players for those who want "luxury" items.|<br />
suggest_time=2 January 2008|<br />
suggest_author=Ibn al Xuffasch|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
(Neutral) As it is, I already have to keep an eye on my inventory when restocking - I don't see a need for more than one knife or GPS unit. If this was implemented, it would be my preference to have an option per character than allowed you to automatically discard these items - allowing those of us who didn't want the additional hassle of having to dump them. --[[User:Johan Crichton|Johan Crichton]] 06:11, 2 January 2008 (UTC)<br />
<br />
I don't like it. I like how in this game you actually find something worth while when you search, and I like the text the way it is. If it was *very* rare (maybe 1 search out of a weeks worth of AP searching), it might be fun to find junk, but when you're getting junk all the time it quickly becomes annoying (like newspapers in Urban Dead). Now, if people really want to stock up on tripe for some reason, you could always have a part(s) of the island turned into a junkheap, and when people search there they can find all manner of useless items. --[[User:Buttercup|Buttercup]] 11:32, 2 January 2008 (UTC)<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Drunkness===<br />
{{suggestion|<br />
suggest_type=Improvement|<br />
suggest_scope=Anyone|<br />
suggest_description=I do believe it might be time to give alcoholic drinks a strategic importance. First, raise beer's health healed to 3 hp and rum's to 4 hp to make it somewhat more attracting. Then, add a new stat called drunkness. Drinking a bottle of a beer adds 5% to this stat, a bottle of rum adds 15%, while drinking a bottle or gourd of water diminishes it by 3%. It also decreases itself every half an hour by 1%. Now, here's the main thing. Drunkness has different levels:<br />
* Sober (0-10%): Nothing special here.<br />
* Somewhat drunk (11-45%): Your character feels stronger and is a bit less merciful. His hits become less accurate. So, the character gains 10 max HP (and is healed by 10 HP when he enters this level), +1 damage to melee weapons, halves the chance to critically hit and all weapons gain a 10% accuracy penalty. Weapons may not go below 10% accuracy. The character also has a 10% chance to lose his balance from a hit, which makes him take +1 damage but drunkness decreases by 3%. Also, if the character becomes Sober or Moderately Drunk, if his HP is over 70, it is set to 70.<br />
* Moderately drunk (46-79%): The character is empowered by the alcohol. The character cannot walk straight, so there is a 10% chance that when you move, he moves to an adjacent square instead (so when you move N, the character moves NE or NW instead). Also, the character gains 15 max HP and his current HP is increased by 15 too. At this level, the character cannot talk properly, so (sorry World of Warcraft) occasionally "h"s are added after "s"es when talking, and some other random effect. He also loses the ability to write, so when he writes, the just scratches out what was there before and writes some random lines on the wall noone can read. At this level also, the character loses the ability (temporarily) to talk to the other faction. The same accuracy and damage penalties/bonuses apply to this level as to the previous one. The character has 15% chance to fall down to the ground when hit, taking 1 extra damage, however this allows him to rapidly leap up and do an attack with weapon damage + 1 (melee weapons only, accuracy still applies). The character also has problems with small objects at this level, so he might fail reloading a blowpipe or rifle, losing the ammunition. (10% chance)<br />
* Completely smashed (80-95%): Most of the Moderately Drunk, except that the character loses his 15 bonus HP, but he becomes a desperate fighter, adding +2 melee weapon damage, while also penaltizing accuracy by 15%. Weapon accuracy may not go below 5%. The character's vision becomes somewhat blurry, reducing the chance to find anything while searching. The chance of missing a square because of dodgy walking becomes 15%.<br />
* Coma (96-100%): Your character falls into a coma state. You will wake up when drunkness diminishes itself below 90%. When you decide to stand up, drunkness is reduced to 0%. Villagers and settlers should get the ability to detoxicate, gaining massive XP. |<br />
suggest_time=03:53, 4 January 2008 (UTC)|<br />
suggest_author=[[User:Baliame|Baliame]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Cross References:<br />
* [[Suggestions:Items#Absinth]]<br />
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]<br />
--[[User:Buttercup|Buttercup]] 12:12, 11 May 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
=== Fishing (Net) & Shoals ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=I know that "Fishing" as a skill has been suggested. I think a better route would be to make it a standard activity and think of it as net-fishing rather than rod and line.<br />
<br />
In shallow water you could cast a net to see what you can catch. This net would be a purchasable item from traders only such as shovels are.<br />
<br />
To make the fishing experience more involved casting a net would only prove effective when on the same square as a new "animal", a shoal of fish. These could be small or large with the number of netted fish changing between.<br />
<br />
Flavour text:<br />
<br />
No Shoal: "You cast your net but the waters are empty."<br />
<br />
Small Shoal: "Casting your net amongst the shoal you are rewarded with X Fish" where X=1-3<br />
<br />
Large Shoal: "Casting your net amongst the shoal you are rewarded with Y Fish" where Y=3-6<br />
<br />
Perhaps large shoals would diminish to small shoals with 50% chance to small shoals when fished and small shoals would disappear when fished.<br />
<br />
Fish could then be traded or eaten (though those not fond of sushi may wish to wait for a campfire to be implemented).<br />
<br />
Fishing of Shoals could be worth a small amount of XP eg:2-4 depending upon shoal size.<br />
|<br />
suggest_time=13:50, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
=== Milking Snake Venom ===<br />
{{suggestion|<br />
suggest_type=Activity|<br />
suggest_scope=Anyone|<br />
suggest_description=Shartak islanders currently harvest poisonous berries and juice them so why not harvest the more potent Shartak Viper venom? This would require a bottle/gourd but no knife to successfully milk these underused creatures. The far more harmful bottle of venom could damage 20-30 HP if consumed and require 8 snakes to make. Natives could do this with no skills, outsiders would require native knowledge.<br />
<br />
Flavour text: "You carefully milk the snakes, white venom trickles into the bottle"<br />
<br />
(After milking snakes for venom you would automatically have released them.)<br />
<br />
The high search times required to harvest these animals would be offset by relatively high trader prices.<br />
<br />
This would also pave the way for the more aggressive members of the community to implement some sort or poison dart with increased or altered potency.<br />
<br />
|<br />
suggest_time=13:56, 18 January 2008 (GMT)|<br />
suggest_author=[[User:One-eyed Jake|One-eyed Jake]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
<br />
===Dehydration===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new game mechanic based around dehydration. In tropical climates dehydration is a significant factor in daily existence and can be dangerous. This suggestion proposes a mechanic whereby characters are subject to dehydration. In a manner similar to shark attacks, characters are hit by dehydration every 12 hours (at 00:00 and 12:00 server time) for a loss of 2 HP and 2% from all percentage based skills (these losses are cumulative). The lost HP and negative percentage effects of dehydration may be cured by consuming water, fruit juice or fresh fruit. FAKs and herbs will cure lost HP but will not cure negative percentage effects.<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 22:50, 21 December 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
So, if I drink at 11:59, at 12:00 I'll lose 2 HP and have to drink again anyway? Naw, it don't sound right. It'd be better if the timer was based off the last time you refreshed yourself. But the main problem is I just don't like timers in video games. Adventure Island - you have to keep eating the fruit or you die. Super Mario 1 and 3 - finish the level before the time runs out or you die. Etc. It's not fun or challenging, it's a pain in the butt. Now, racing games it makes sense, the whole point is to go as fast as possible, and beating the clock/other players is the goal you strive for. Or using timers in capture the flag in some first person shooter game - you stand in the area with the flag with no one around and not getting killed for long enough, and it becomes your team's flag. That's fun. But arbitrary death clocks I don't like.<br />
<br />
I just don't see how a death timer would benefit this game, and I like how eating/drinking is a bonus rather than something you *have* to do. Besides, I have to get up from my computer every few hours to eat/drink, anyway, so it'd be really redundant to *have* to do that in a game. If it filled me up/quenched my thirst so I didn't have to eat in real life, then I'd be all for it. --[[User:Buttercup|Buttercup]] 22 January 2008 Buttercup<br />
<br />
:Don't be anonymous, sign your posts ;) You already have an arbitrary death clock - it ticks at 5 mins and 35 mins past the hour. Benefits to game: (1) constant bonus XP gain for low-level players staving off dehydration (2) provides a real use / need for water bottles, gourds and fruit / berry trees (the latter making [[Native Knowledge]] a more useful skill to purchase) (3) encourages people to get out there and find sources of water and fruit (4) RP benefits to trade and exploration (the latter is currently '''not''' very challenging). With this we'd see water-sellers, explorers stocking up before travelling, dehydrated players staggering into towns on the verge of death, and a market for consumables. All good stuff. And it paves the way for food mechanics in-game. --[[User:Skull Face|Skull Face]] 11:19, 22 January 2008 (UTC)<br />
::Sorry about that, sometimes I forget, especially after hitting preview 1/2 dozen times. <br />
<br />
::We have a death clock? I haven't noticed. What does it do?<br />
<br />
::Personally, I prefer exploring to be relatively easy. I just want to wander around and see what's there, I'm not trying to challenge myself. Plus, it's already hard enough to carry enough darts into the jungle, but add having to carry water too and I'd have to give up my blowpipe for melee skills. And I'm already so bored at having to spend several days hitting the search button before I go out to do something fun. Finding things should be like how you find rivers and monkeys, you move your character around and see stuff.<br />
<br />
::But, if a ''section'' of the island was harder to explore, that could be fun. Kind of like how some people decide to take up the challenge of hunting shargles, but normally you aren't faced with them every day. Perhaps we could have areas of Shartak that are dry and deserty, and require consumption of water every X-Y AP (a little variety so you don't know exactly how much water you need) to stave off dehydration, and just assume that the rest of the time you can find enough not to suffer ill effects? And those who venture out into the desert are rewarded with new and exotic vistas, challenges, mysteries, and unique treasures and resources. As the sands shift the bones of careless (NPC) adventurers are revealed, and you can scavenge from their bodies their empty canteens, dusty watches, diaries, and the maps that led them in circles to their death. <br />
<br />
::It wouldn't necessarily have to be a desert, perhaps rafting to a far off island could pose the same/similar challenges? --[[User:Buttercup|Buttercup]] 22:29, 22 January 2008 (UTC)<br />
<br />
:::I like this suggestion as it makes life more challenging, which it should be on this island. If the animals and Natives don't kill you, your own neglect will. Plus, all my characters carry some form of fluids for small healing jobs, so I wouldn't be put out. People wouldn't need to carry to many bottles/gourds I believe. That of course, depends on where you travel. If from Derby to York, you would really only need say 3 at max. There's a river half way to refill. Anyways, I like this.--[[User:Cthulhu|Cthulhu]] 05:39, 23 January 2008 (UTC)<br />
::::You see it as challenging, I see it as annoying, especially if I have a character I'm not playing every day. If it was changed to you get thirsty every so many AP (or actions, if you want .5 AP moves to make you just as thirsty), it would be less annoying, because then rarely played characters wouldn't be unduly penalized. <br />
<br />
::::Now, if you want it to actually be challenging, thirst should eventually result in death. Say you're fully refreshed (we'll put you at +2 on the thirst meter). You use some AP, you go down to +1. You don't suffer any penalty, but you can drink to boost yourself up to +2 again. You move some more, you go down to +1, move some more, you go down to +0, move some more and you're at -1. Now you're hitting penalty territory. Drinking salt water naturally makes you thirstier. Get down to -10 (or some other number) and you die of thirst. Healing herbs just don't have enough liquid to stave off dehydration. You're that thirsty, you're DEAD. <br />
<br />
::::Since you're going to ''require'' people to carry water, you need to let them have at least one canteen on their person free of inventory charge. So, you can carry one canteen on your belt, in your hair, in your ... err... wherever you'd like to put it, but any extras get put in your inventory and take up space.<br />
<br />
::::BTW, since it takes 4 fruit to make one juice, eating a single fruit should only replenish 0.25 refreshment levels. This is to prevent juicing fruit from becoming disadvantageous. --[[User:Buttercup|Buttercup]] 08:49, 23 January 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Cooking ===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a new ability, cooking, to allow players to cook and eat animals they find in the jungle. Cooking requires a flint and tinder box and consumes 1 item of fuel ([[driftwood]] or [[deadwood]]) from the player's inventory. At the base level cooking meat from a corpse provides a single item of relevant food value.<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Animal Corpses===<br />
{{suggestion|<br />
suggest_type=New mechanic|<br />
suggest_scope=All classes|<br />
suggest_description=This suggestion is for a change to the game mechanics, reworking animal corpses into items that can be used by characters. Animal corpses would be described by a food value, food volume and a trophy value. Corpses must be butchered to take advantage of their value(s). All of these values would be zeroed 24 hours after death due to scavengers consuming the corpse.<br />
<br />
Anyone who kills an animal can butcher it immediately to get one item of food for cooking or one trophy. Those with the [[Basic Dressing]] skill can butcher the corpse to gain two items (food value and or trophy items). Those with [[Advanced Dressing]] (only available to Scouts and Villagers) can gain all elements of the corpse. Corpses may be carried to a settlement for others to work on.<br />
<br />
Suggested corpse sizes:<br />
<br />
TIGER - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
MONKEY - inventory 2<br />
<br />
ELEPHANT - cannot be carried or floated<br />
<br />
ALLIGATOR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
PARROT - inventory 1<br />
<br />
SHARGLE - inventory 2<br />
<br />
SQUID - cannot be carried or floated<br />
<br />
RAT - inventory 1<br />
<br />
BEAR - inventory 65, requires [[Bodybuilding]] to carry<br />
<br />
LARGE DEER - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
SMALL DEER - inventory 45, requires [[Bodybuilding]] to carry<br />
<br />
LARGE STAG - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
WILD BOAR - inventory 55, requires [[Bodybuilding]] to carry<br />
<br />
<br />
Suggested food values and volumes:<br />
<br />
TIGER - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
MONKEY - food value 2HP, food volume 2, trophy value 1 GC<br />
<br />
ELEPHANT - food value 3HP, food volume 20, trophy value 20 GC<br />
<br />
ALLIGATOR - food value 3HP, food volume 8, trophy value 5 GC<br />
<br />
PARROT - food value 1HP, food volume 1, trophy value 1 GC<br />
<br />
SHARGLE - food value 2HP, food volume 2, trophy value 2 GC<br />
<br />
SQUID - food value 3HP, food volume 75, trophy value 5 GC<br />
<br />
RAT - food value 1HP, food volume 1, trophy value 0 GC<br />
<br />
BEAR - food value 3HP, food volume 10, trophy value 5 GC<br />
<br />
LARGE DEER - food value 3HP, food volume 4, trophy value 3 GC<br />
<br />
SMALL DEER - food value 3HP, food volume 3, trophy value 2 GC<br />
<br />
LARGE STAG - food value 3HP, food volume 6, trophy value 4 GC<br />
<br />
WILD BOAR - food value 4HP, food volume 5, trophy value 2 GC<br />
<br />
<br />
<br />
Suggested trophies:<br />
<br />
TIGER - skin, teeth, claws<br />
<br />
MONKEY - paw<br />
<br />
ELEPHANT - tusks<br />
<br />
ALLIGATOR - skin<br />
<br />
PARROT - feathers<br />
<br />
SHARGLE - claw, feathers<br />
<br />
SQUID - ink sac<br />
<br />
RAT - none<br />
<br />
BEAR - skin, teeth, claws<br />
<br />
LARGE DEER - skin<br />
<br />
SMALL DEER - skin<br />
<br />
LARGE STAG - skin, antlers<br />
<br />
WILD BOAR - skin, tusks<br />
|<br />
suggest_time=17:00, 29 January 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Yes, this is a variation on previous discussions. Hopefully a little more viable. --[[User:Skull Face|Skull Face]] 17:06, 29 January 2008 (UTC)<br />
<br />
:Ha! I was going to comment on how this touches other discussions ;) Well, I think this suggestion puts those other discussions into one neat package. I like this one, especially the trophy side of the suggestion. In-game, we have some big game hunters who RP wise, would appreciate th ability to collect trophies. Traders would love the gold earned too. Overall, I like it and probably wouldn't change anything.--[[User:Cthulhu|Cthulhu]] 06:33, 1 February 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Diseases and other such Inconvinient Things===<br />
{{suggestion|<br />
suggest_type=an inconvinience :D|<br />
suggest_scope=Anyone who isn't dead|<br />
suggest_description=Well, i'm pretty sure we're in a tropical country/island/place. And its just funny how no one has ever died from a disease or something.<br>I was just thinking that whenever someone walks through the swamp they'd get something like a high fever because of insects biting them and infecting them with all sorts of microorganisms.<br><br />
Then, drinking fresh water would have a small chance of affecting you with dysentery which would kill you slowly due to dehydration <br><br />
Well, those are what i could come up with now... maybe someone has something to add or to say about it.|<br />
suggest_time=00:45, 8 July 2008 (UTC)|<br />
suggest_author=[[User:Elegost|Elegost]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
I say this would add somthing to the game, or what is a lost tropical island without mysterious diseases? <br />
Just a simple thing like this: Whenever you do somthing in a swamp (move INTO (not from) a swamp square, serches in a swamp square) There is a chance that you becomes INFECTED (possibly with a flavored text like: ''You trip on a root and falls into the murky water of the swamp, and feels stings from unknown bugs all over your body. After a while you manages to crawl up on a muddy bank of dirt. You rise up and feels slightly dizzy'') with either a named or unnamed sickness. Mecanically it would work like a shark bite with different texts. <br />
With my very limited scripting experience i suppose this wouldn't be a hard thing to code, or would it?<br />
This would add a new aspect to the game: ''Shall i treek the swamp, risking catching a deadly diseast, or shall i take the safe way around?'' Personally i really like this idea. --[[User:Dezuman|Dezuman]] 20:45, 11 July 2008 (UTC)<br />
*Hmmm, that's a good idea. Anyone else? -[[User:Elegost|Elegost]] 12:53, 17 July 2008 (UTC)<br />
*I like the idea of diseases in Shartak! It opens the possibility for new first aid skills etc... But you'll need to go into some more detail about how this will work, penalties etc. How about this: There is a very small chance of catching a disease every time you move in a swamp or take damage from certain animals (5% chance - VERY small chance otherwise it would be too unbalanced) the character becomes infected, but they do not find out they are infected until 24hrs later (a message in their profile saying "infected", and when other characters see them "____ looks extremely ill"). The disease greatly deducts their ability to hit in combat - but it has a more serious effect: it's contagious. When a character moves into the same square as a diseased character, they have a 50% chance of catching the disease themselves - of course they don't find out until 24hrs later. The only way to cure the disease would be with a new skill called "Treatment" in the First Aid skill tree. Either that, or death. [[User:G3N|G3N]] 12:14, 23 August 2008 (UTC)<br />
**Ok, think this:<br />
(i give recomended numbers, nothing exact)<br />
<br />
---Chance to catching disease:<br />
<br />
<5% - Moving in a swamp<br />
<br />
<5% - Hit by a alligator (hungry ones too)<br />
<br />
<5% - Hit by a bear<br />
<br />
<5% - hit by a tiger (ferious ones too)<br />
<br />
>5% - hit by a rat<br />
<br />
(Any more animals?)<br />
<br />
>(5*variable A, no more than 25?)% - Moving in a square with one or more infected/bodies<br />
<br />
<5% - Bitten by a shark<br />
<br />
---A person is not mecanically infected untill after x hours (befor that the disease can't be passed on). The chance of catching disease should be variable. To solve possible problem with the fact that the server would have to check every caracter on that square to calculate infection risk: Every time a infected person enters a square a vaiable (A) increast (by 1). Every time a infected person dies, leaves the square or is removed from the map (due to inactivety or something else) it decreast equally. Also the number of bodies on the square or in the hut is added, divided with 10 (so, ten bodies in a hut increasts infection risk as much as on infected)<br />
This will make both swamps (caves?) and camps a death trap (camp = many people = PKers = many bodies = high infection risk)<br />
<br />
---New suggested skills:<br />
<br />
--Treatment (Scientists only, subskill to advanced triage) Will give sientists a (50?)% chance to cure disease when using a FAK (on self or other). A infected caracter's name is green-colored. -Right now outsiders need shamans to clear avay spirits, now natives need sientists to cure infection. Fair, isn't it?<br />
<br />
--Funeral burning (Vilagers/Settlers only?, subskill?) Give the option to "burn" bodies for (5?) APs (any XP?), removing a body from the caracter's current location (the spirit is set free) and adding a message to all present players (***** burned a body (18:27) etc.). -This skill will give the villagers/settlers a purpuse to save their camp from disease, making them valuable. <br />
<br />
---Infection effect (after the x hours): <br />
<br />
-Higher AP cost for moving, chopping jungle, combat etc...<br />
<br />
-deals damage just like shark bites<br />
<br />
-Every server-tick/hour(dunno what) there's a small chance (<5%) of dieing and also a small chance (<2%) of being cured, and deals 1 damage. <br />
<br />
-Anything more?<br />
<br />
By: he and <he> , also known as [[User:Dezuman|Dezuman]] 22:42, 23 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Ghost Ship===<br />
{{suggestion|<br />
suggest_type=New game mechanic|<br />
suggest_scope=Pirate class|<br />
suggest_description=This suggestion is for a new game mechanic for the pirate class. A new game entity, the Ghost Ship, would be introduced to roam the waters of Shartak. The Ghost Ship would move around Shartak in a fashion similar to a roaming shaman but it would be confined to water locations. The Ghost Ship would be 'piloted' by an NPC undead pirate (Captain Slaughter) with the following suggested abilities:<br />
<br />
:*300 HP and regeneration of lost HP (as per current NPC shaman regeneration)<br />
:*a heavy cutlass that delivers 5 HP damage per hit<br />
:*grow tougher when he kills a PC (as per existing giant squid / rogue elephant / man-eating tiger mechanisms)<br />
:*dodges in combat (as per existing NPC shaman)<br />
<br />
The Ghost Ship would function like a roaming shaman but only for pirates i.e. acting a transport between the spirit realm and the material realm rather than a moving platform that people can use to hitch a free ride. Full revives at the Ghost Ship would cost 25 APs. Pirates in spirit form would also have the option to teleport to the Ghost Ship at a cost of 5 APs but would remain in spirit form. With these mechanisms the Ghost Ship would effectively leave a trail of pirate raiders and pirate spirits in its wake.<br />
<br />
Suggested flavour text when at the Ghost Ship's location:<br />
<br />
:''You are in deep water. Also here is a huge, spectral pirate ship. You can see Captain Slaughter at the helm.''<br />
<br />
The Ghost Ship would sail in random fashion in deep water off the coast. The movement coding would be a combination of that used for the roaming shaman ''and'' giant squid. Pirates reviving at the ghost ship will have to cross deep water to make their raids, offsetting the effectively cheaper AP cost of revives at the Ghost Ship.<br />
<br />
Sometimes the Ghost Ship will be off the coast of the Empty Quarter. Other times it will be off the coast of York, Durham or Derby. In the latter case the town will be knee deep in pirate raiders / spirits until the defenders get their act together and counter-attack the ship. When at the same location as the ship the Captain would be listed as an attack option in the drop-down target list. If someone kills the Captain they can force the Ghost Ship to materialise randomly elsewhere (c.f. existing mechanics for killing roaming NPC shaman).<br />
<br />
Pirates are the most deprived faction on the island with no class-specific skills and a terrible camp miles from anywhere. The addition of this functionality would, at a single stroke, allow pirates to behave like pirates and give them a reason to keep playing the damn game!<br />
|<br />
suggest_time=[[User:Skull Face|Skull Face]] 16.45, 18 August 2008 (UTC)|<br />
suggest_author=[[User:Skull Face|Skull Face]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
This is a distilled version of the [http://forum.shartak.com/index.php?topic=1345.0 original forum discussion]. Credit for this suggestion belongs to a number of people from the forum - STCFG, Buttercup, Jhelai, FirstAmongstDaves and myself. --[[User:Skull Face|Skull Face]] 15:58, 18 August 2008 (UTC)<br />
:I'm adding another thought to this. It would be fitting to have a price for revives at the Ghost Ship in addition to APs. The simple version would be 2 GC to pay the ferryman. The complex version would be having the Captain revive only those who have killed someone since their last death i.e. a pirate would have to sacrifice a soul to ensure his passage next time he dies. Ghost teleports (as opposed to revives) wouldn't have any additional price. --[[User:Skull Face|Skull Face]] 13:12, 20 August 2008 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Bats in caves===<br />
{{suggestion|<br />
suggest_type=Added fauna|<br />
suggest_scope=Cave tiles|<br />
suggest_description=This is just a small change or addition rather. Right now the cave systems are inhabited of spiders and rats. To my knowledge and according to my exploration I haven't seen any bats in the caves. I just suggest to add bats (since they're already in the game) to the cave fauna. They'd fit right in.|<br />
suggest_time=11:27, 8 October 2008 (UTC)|<br />
suggest_author=[[User:Big Kahuuna|Big Kahuuna]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Comment here<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User_talk:Johan_Crichton&diff=18863User talk:Johan Crichton2008-10-06T11:21:39Z<p>Big Kahuuna: A thank you and an apology</p>
<hr />
<div>==Most Valuable Shaman-Updater==<br />
You deserve an award for your continuous updating of the various roaming shaman. However, i don't know how this works. but yeah, you deserve an award! -[[User:Elegost|Elegost]] 09:33, 11 June 2007 (UTC)<br />
<br />
Some kind of Forum Template user thing...like those boxes you used to make, Ele, if you know what i mean. One that says 'This user is a Shaman Watcher, and deserves a medal' with a picture of a...err...medal. Yeah. --[[User:Rozen|Rozen]] 10:59, 11 June 2007 (UTC)<br />
<br />
Is that Vin Diesel with some WoW Shaman pants and a priest staff I see? --[[User:Wulla-mullung|Wulla-mullung]] 02:26, 16 June 2007 (UTC)<br />
<br />
shhh! don't spread it around. hehe yeah, its Vin Diesel. I went image searching for video game shamans. and he popped out, and i was like.. cool, that'll work. Seriously, i love the pic. i edited it for the template though. it was more like a promotional poster. here's the link to the orig pic. [[http://www.igloolounge.net/pictures/dec05/vindiesel_shaman.jpg]] -[[User:Elegost|Elegost]] 14:07, 16 June 2007 (UTC)<br />
<br />
Thanks for the award! --[[User:Johan Crichton|Johan Crichton]] 00:41, 19 June 2007 (UTC)<br />
<br />
==Declaring war?==<br />
I don't quite follow? What is this war you talk of? I believe that you have come to some sort of missunderstanding. --[[User:Big Kahuuna|Big Kahuuna]] 10:21, 21 December 2007 (UTC)<br />
:Never mind. I see what you where refering too. It is not war we are looking for. It's merely defense. The necromancers way is a hard one, not all see things our way. Also I believe Etherdrifter was aiming at ways we can sell the idea of living with the spirits to other natives. If we can show that it grants imense power to help the natives, then maybe more would see things our way. -- [[User:Big Kahuuna|Big Kahuuna]] 10:25, 21 December 2007 (UTC)<br />
::I think the problem you have is that your "living with the spirits" equals "xp farming with spirits" to a lot of players - it's distasteful to them, and something you're unlikely to change anyone's views on. Having one of your group threaten '''Once we can hold wiksik's we may set up posts in the other 2 native villages as with malevolance, 4 spirits and 2 shaman can wipe out everyone in a building.''' isn't going to help. --[[User:Johan Crichton|Johan Crichton]] 20:04, 21 December 2007 (UTC)<br />
:::I can see how you'd come to this conclusion if this was written on '''your''' talkpage or '''your''' group page but now, as it happens, this is written on '''my''' talkpage as part of a discussion between a groupmate and me. I fail to see how anyone can see this as thretening somone. That would be equal to calling somone a playerkiller for calculatin how many rifle shots it takes to take one player down. On another not, the image I uploaded taht you marked for deletion. I've commented on that on the image's talkpage. I had frogotten to put it on watch so sorry for taking 4 days to notice. -- [[User:Big Kahuuna|Big Kahuuna]] 16:17, 23 December 2007 (UTC)<br />
<br />
<br />
==Recent Changes==<br />
Sorry for spamming the recent changes page. I'll try my best to keep the edits to a minimum in future, if this is of any trouble for you. Thanks for the "preview"-tip. I'll use it from now on.-- { [[User:Alien_pirate_demon|Alien Pirate Demon]] } <sup>[[User_talk:Alien_pirate_demon|Talk!]] | [[User:Admiral_Thrawn|Juice!]]</sup> 02:23, 23 January 2008 (UTC)<br />
<br />
==Much obliged==<br />
Thank you for clearing up the [[:image:posessed.jpg|Possessed image]]. Sorry for being hard on you about it a year ago. Take care. (Thought you'd might want to keep the link save in the bottom, so I posted over it instead of under it. Hope it's to your liking.) --[[User:Big Kahuuna|Big Kahuuna]] 11:21, 6 October 2008 (UTC)<br />
<br />
== Links I might want again ==<br />
These are just links I don't seem to be able to watch, so I'm saving them here --[[User:Johan Crichton|Johan Crichton]] 22:21, 28 January 2008 (UTC):<br />
# http://wiki.shartak.com/index.php/Template:Delete</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=File_talk:Posessed.jpg&diff=18861File talk:Posessed.jpg2008-10-06T08:24:55Z<p>Big Kahuuna: On "Marked for deletion"</p>
<hr />
<div>Please identify the copyright information on this image. Failure to do so will result in me marking this for deletion. --[[User:Johan Crichton|Johan Crichton]] 20:46, 19 December 2007 (UTC)<br />
::Marked for deletion. --[[User:Johan Crichton|Johan Crichton]] 20:16, 21 December 2007 (UTC)<br />
:::It was a promotional picture, so copirights shouldn't be a problem. Don't have the original picture-link though. -[[User:Big Kahuuna|Big Kahuuna]] 16:07, 23 December 2007 (UTC)<br />
::::Unless you can show the original copyright information allowing reuse here, this image should be deleted.--[[User:Johan Crichton|Johan Crichton]] 21:38, 23 December 2007 (UTC)<br />
:::::Look. I don't know the original copyright information to this picture, but it is one used by all film reviewers, exorcist fanpages and more. I believe it is the official press image and if you read about the copyright laws, they say that press images are free to use indiscriminately. I work as a damn journalist in RL. I should know. Besides, how many of the images in this wiki can seriously show ORIGINAL copyright information. That documentation is, if existant, property of the maker of the picture. In most cases they aren't even existing. Copyright issues are seldom documented, unless you specifically want the papers. You get the copyright automaticly. At least that's the case in the countries I've worked in. Get your facts straight. And keep away from my picture. I have no quarrels with you, except when you took my discussion with etherdrifter personally. Something that is beyond my control. Please don't bring that here. -- [[User:Big Kahuuna|Big Kahuuna]] 18:03, 24 December 2007 (UTC)<br />
::::::All I was trying to do (at that point in time) was try and encourage people uploading images that they didn't create to provide some copyright information on them. This wiki has a policy against uploading copyrighted material, but in checking the upload file we're lacking a reminder there. --[[User:Johan Crichton|Johan Crichton]] 05:02, 18 April 2008 (UTC)<br />
:::::::Is it ok for me to remove the "Marked for Deletion" template? I don't see a reason for it to remain. Or do you want me to post a topic on the deletions talkpage for everyone to vote? I can see what you are (where?) trying to do and I commend you for it. Sadly, I still can't find the copyright information on it, but I'm guessing it's something like: "Warner Brothers, The Exorcist 1973", the girl depicted is one Linda Blair and it's for promotional use. That's all I've got. --[[User:Big Kahuuna|Big Kahuuna]] 08:24, 6 October 2008 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=18860Requests for information2008-10-06T07:49:41Z<p>Big Kahuuna: clarification</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
Q. Are we supposed to post in the wiki or the official forum? Which one is the "main" discussion area? Which one is better for putting game ideas (more likely to be seen by the game designer/generate useful discussion/etc.)? Since I only wanted to sign up for one or the other, which one should I have signed up for? --[[User:Buttercup|Buttercup]] 21:02, 2 January 2008 (UTC)<br />
<br />
:Well, the general practice seems to be that when you have a suggestion, then post it on the forum, as the forum has a lot more regulars than the wiki does, for discussion and improvement. If it passes through that without a huge amount of debate, then post it in its respective category here on the wiki, making any changes as needed. However, Simon watches both, so the suggestion is equally likely to be implemented from either. But as for simply discussion, the the forum is the way to go. The wiki tends to be used more as a static presentation of facts/stuff, rather than a place for discussion. For example, many people have wiki pages that have details on their character(s), while on their forum account they simply have a link to their profile(s) and a link to their wiki page. The two seem to have frequent cross-referencing. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 22:18, 2 January 2008 (UTC)<br />
<br />
:It depends. Some of us post our suggestions on the wiki first, then have discussion on the forums. Others get the reverse (forums first, then wiki) or just posting/discussion on one of the other. For general discussion, the forums are best. If you really want to get an idea seen by Simon (the game designer) then mentioning it to him on IRC is a sure way to get his input. --[[User:Johan Crichton|Johan Crichton]] 23:02, 2 January 2008 (UTC)<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
====Does Doing (X) Earn XP?====<br />
Q. Do you get XP when you travel to part of the island you haven't been to before? I don't mean chopping jungle, I mean just moving to a new place. If so, do you only get XP if you have cartography and it writes where you've been, or is exploration good enough, or would it not matter what skill(s) you have? --[[User:Buttercup|Buttercup]] 07:57, 28 December 2007 (UTC)<br />
<br />
=== IP hit limit ===<br />
Q. When does the IP limit reset? I assume that it is 18:00 (CST), as that is midnight for the U.K. (which is where Mr. Amor is from/lives, if my memory doesn't betray me). --[[User:The Rev. J. Darkside|The Rev. J. Darkside]] 17:15, 17 September 2008 (CST)<br />
:A. IP limit resets at 00:06 UK time. --[[User:Skull Face|Skull Face]] 23:08, 17 September 2008 (UTC)<br />
Thank you. I was close, though! --[[User:The Rev. J. Darkside|The Rev. J. Darkside]] 18:46, 17 September 2008 (CST)<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
:A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
:A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
:A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
:A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. Or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
::A. As of May 2008 both blowpipes and rifles can also be rendered useless by a fumbled attack. Darts will lodge in a blowpipe, causing you to throw it away. Bullets will misfire, destroying the rifle. --[[User:Skull Face|Skull Face]] 16:23, 9 September 2008 (UTC)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
<br />
:A. Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Ok so ive just joined and im hacking away at a parrot for some xp. Then for some unkown reason the parrot says "i know where to find the heavy sword, follow me" unfortunately that was the last thing it ever did as i was clicking attack systematically. Does this happen a lot and more to the point is the deceased parrot genuine in its statement and would have shown me if i hadnt macheted it into a fine paste. cheers --[[User:Deckard|Deckard]] 09:56, 12 July 2007 (UTC)<br />
<br />
:A. Parrots occasionally say something - it is very doubtful that a Parrot will lead you to a Heavy Sword --[[User:Johan Crichton|Johan Crichton]] 10:07, 12 July 2007 (UTC)<br />
<br />
Q. Do poison darts poison?<br />
<br />
:A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
:A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) <br />
<br />
::(Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
Q. i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:A. Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
::ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Clan Administrators and Founders''===<br />
Q. How do you invite people to help lead your clan as administrators or co-leaders? --[[User:The Rev. J. Darkside|The Rev. J. Darkside]] 11:49, 8 September 2008 (CST)<br />
:A. I believe that co-leaders must also have Clan Leadership skill. As for administrators, I believe you have to request that Simon add those abilities to existing clan members.--[[User:Skull Face|Skull Face]] 16:19, 9 September 2008 (UTC)<br />
:-I have a clan and I want my friend(s) to have the same authority as I do. One has Clan Leadership, as do I. However, we have found no button or option to allow him to enjoy political power similar to mine. So this funtion has to be performed by Mr. Amor personally? I am to understand that that is the only way? I'm just making sure. --[[User:The Rev. J. Darkside|The Rev. J. Darkside]] 8:21, 9 September 2008 (CST)<br />
::Yes, ensure the recipient of admin/founder status is in the clan, and then whilst logged in as the clan leader go to the feedback page and request that the recipient is added as either an administrator or founder to the clan. --[[User:Simon|Simon]] 08:34, 13 September 2008 (UTC)<br />
<br />
Q. What's the difference between a Clan Founder and Administrator?<br />
:A. A clan administrator has the power to invite new members and expel members from the clan. They can also edit the "clan news" section of the clan profile. A founder has the same powers as an administrator, and can also update the description of the clan, and disband the clan completely. --[[User:Simon|Simon]] 08:34, 13 September 2008 (UTC)<br />
<br />
===''Inviting People''===<br />
Q: How do you invite people into a clan? --[[User:Moctezuma|Moctezuma]] 13:47, 15 September 2007 (UTC)<br />
<br />
:A. Log in with the character who is admin of the clan, go to the clan page and click on the "view membership" button. There you will find an option to invite (and ban) people. --[[User:Oktavius|Oktavius]] 14:13, 16 September 2007 (UTC)<br />
:Thanks a lot, Oktavius, I really appreciate your help. --[[User:Moctezuma|Moctezuma]] 14:41, 16 September 2007 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
:A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
<br />
:A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
===''Exorcism''===<br />
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)<br />
<br />
:A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)<br />
::Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)<br />
::The failure rate for exorcism isn't fixed - it also depends on how powerful the shaman is vs how powerful the spirit is. --[[User:Simon|Simon]] 08:36, 13 September 2008 (UTC)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
:A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
:A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
:A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
<br />
:A. Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Are knives and daggers breakable?<br />
<br />
:A. Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
:A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
:A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
::Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
Q. How heavy are heavy swords? Do they dull or break?<br />
<br />
:A. Heavy swords are notorious at breaking much quicker than your average machete. They do not dull because they are not used to chop jungle. And I believe that they use one inventory slot, just like a machete or cutlass, although I could be wrong on that. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 00:37, 28 July 2007 (UTC)<br />
<br />
Q. How does outsider perceive it when a native uses emotes (/me) and vice versa how do Natives see it when outsider uses emotes - specifically if they don't have any language skills? --[[User:Big Kahuuna|Big Kahuuna]] 07:48, 6 October 2008 (UTC)<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
:A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
==="Shargle"===<br />
Q. Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:<br />
<br />
Also here is the body of a shargle.<br />
<br />
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)<br />
<br />
Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. Is it maybe that giant bird thing from awhile back?--[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)<br />
<br />
:A. See [[Shargle]]. The body is probably from an egg that was brought down from the mountain and hatched. --[[User:Wulla-mullung|Wulla-mullung]] 01:57, 4 July 2007 (UTC)<br />
<br />
=== "elf" ===<br />
Q. On the total kills stat page, one of the sections is "elf". They appear to be/have been very rare (6 outsider kills, 3rd lowest, and 2 native kills, all-out lowest), but apart from that, all I can tell is that they aren't/weren't natives/outsiders/"special" animals. So, uh... --[[User:AlexanderRM|AlexanderRM]] 00:07, 21 September 2007 (UTC)<br />
<br />
:A. When the ? called Santa visited the Island last December 25, he came with a number of elves. Some visited Santa to receive a gift when perhaps they should have been given a lump of coal - as there purpose was to test these elves in combat. --[[User:Johan Crichton|Johan Crichton]] 01:50, 21 September 2007 (UTC)<br />
:: In addition to elves you will also see Easter bunnies and undead stags / deer. They are all unique NPCs / animals that pop up on special occasions.--[[User:Skull Face|Skull Face]] 14:53, 21 September 2007 (UTC)<br />
::: Don't forget about giant squids. I've read the animals page and was even here for easter, but elves weren't on the list. Hmm... yeah, elves wouldn't go on the animal page, but they're NPCs. Where should they go? --[[User:AlexanderRM|AlexanderRM]] 23:14, 5 October 2007 (UTC)<br />
:::: And also, one of them apparently had the purpose to test Santa himself in combat. --[[User:AlexanderRM|AlexanderRM]] 22:01, 6 October 2007 (UTC)<br />
<br />
=== Werewolf ===<br />
Q. Not again... someone on the top killers list has 1 werewolf kill. Is this another halloween event that people forgot to mention? Hmm... looking further, 1 Santa kill, 2 more werewolves... and that's all for the top killers. --[[User:AlexanderRM|AlexanderRM]] 18:14, 6 October 2007 (UTC)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
:A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
::Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
:A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
:A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)<br />
<br />
=== Clan Questions ===<br />
Q. How do you leave a clan ? A buddy I know has joined the same clan three times and really wants a secondary clan... [[User:Peaches169|Peaches169]]<br />
:A. First, click on your profile, then the clan you want to leave. There should be a button called 'leave this clan'. Click. There you go! :) &ndash; [[User:Wulla-mullung|Wulla]] <sup>([[User talk:Wulla-mullung|talk]])</sup> 05:24, 22 February 2008 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=18859Requests for information2008-10-06T07:48:43Z<p>Big Kahuuna: New question regarding emotes and language.</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
'''Requests for information''' are welcomed on this wiki. Any player with a question about the game should ask it '''on this page''' if articles like [[Gameplay]], [[Character classes]], [[Items]] and [[Skills]] don't have the answer.<br />
<br />
== About the wiki ==<br />
This wiki can be used as a reference guide as you explore the island of Shartak. Players are constantly adding and improving information about all aspects of life on Shartak, but it is always possible for information to be incomplete or out of date. All visitors are invited to [[Special:Userlogin|create an account]], '''read [[Help:Editing]]''', and improve the wiki along with us. The [[Main Page]] has a list of pages and projects you can contribute to.<br />
<br />
Q. Are we supposed to post in the wiki or the official forum? Which one is the "main" discussion area? Which one is better for putting game ideas (more likely to be seen by the game designer/generate useful discussion/etc.)? Since I only wanted to sign up for one or the other, which one should I have signed up for? --[[User:Buttercup|Buttercup]] 21:02, 2 January 2008 (UTC)<br />
<br />
:Well, the general practice seems to be that when you have a suggestion, then post it on the forum, as the forum has a lot more regulars than the wiki does, for discussion and improvement. If it passes through that without a huge amount of debate, then post it in its respective category here on the wiki, making any changes as needed. However, Simon watches both, so the suggestion is equally likely to be implemented from either. But as for simply discussion, the the forum is the way to go. The wiki tends to be used more as a static presentation of facts/stuff, rather than a place for discussion. For example, many people have wiki pages that have details on their character(s), while on their forum account they simply have a link to their profile(s) and a link to their wiki page. The two seem to have frequent cross-referencing. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 22:18, 2 January 2008 (UTC)<br />
<br />
:It depends. Some of us post our suggestions on the wiki first, then have discussion on the forums. Others get the reverse (forums first, then wiki) or just posting/discussion on one of the other. For general discussion, the forums are best. If you really want to get an idea seen by Simon (the game designer) then mentioning it to him on IRC is a sure way to get his input. --[[User:Johan Crichton|Johan Crichton]] 23:02, 2 January 2008 (UTC)<br />
<br />
== Vital statistics ==<br />
<br />
=== Hit Points (HP) ===<br />
:''See [[Gameplay#Hit Points]].''<br />
<br />
=== Action Points (AP) ===<br />
:''See [[Gameplay#Action Points]].''<br />
<br />
=== Experience Points (XP) ===<br />
:''See [[Gameplay#Experience Points]] and [[XP]].''<br />
====Does Doing (X) Earn XP?====<br />
Q. Do you get XP when you travel to part of the island you haven't been to before? I don't mean chopping jungle, I mean just moving to a new place. If so, do you only get XP if you have cartography and it writes where you've been, or is exploration good enough, or would it not matter what skill(s) you have? --[[User:Buttercup|Buttercup]] 07:57, 28 December 2007 (UTC)<br />
<br />
=== IP hit limit ===<br />
Q. When does the IP limit reset? I assume that it is 18:00 (CST), as that is midnight for the U.K. (which is where Mr. Amor is from/lives, if my memory doesn't betray me). --[[User:The Rev. J. Darkside|The Rev. J. Darkside]] 17:15, 17 September 2008 (CST)<br />
:A. IP limit resets at 00:06 UK time. --[[User:Skull Face|Skull Face]] 23:08, 17 September 2008 (UTC)<br />
Thank you. I was close, though! --[[User:The Rev. J. Darkside|The Rev. J. Darkside]] 18:46, 17 September 2008 (CST)<br />
<br />
== Death ==<br />
:''See [[Death]].''<br />
<br />
=== Staying alive ===<br />
Q. How can one avoid being hunted down when logged out? --[[User:LouisB3|LouisB3]] 00:19, 16 May 2006 (BST)<br />
<br />
:A. See [[Tips and tricks#Staying alive]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:33, 19 July 2006 (UTC)<br />
<br />
=== NPC (Non-Player Character) deaths ===<br />
Q. The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]<br />
<br />
:A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he "a spirit" yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.<br />
<br />
Q. Do animals have a players killed listing page, where the rabid tiger of raktam can compete for top billing with the brutal biter of bonobo? --[[User:Tycho44|Tycho44]] 09:05, 13 May 2006 (BST)<br />
<br />
:A. No. Animal kills are not reported. &mdash; [[User:Elembis|Elembis]] 02:14, 25 May 2006 (BST)<br />
<br />
==Items==<br />
:''See [[Items]].''<br />
<br />
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete? -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)<br />
<br />
:A. Yes, [[Items#Melee_Weapons|melee weapons]] can be damaged and destroyed. Machetes can be dulled by chopping at the jungle (but sharpened again with a [[Items#Sharpening_Stone|sharpening stone]], and any bladed weapon can be broken in an attempted attack on a person or animal. Or broken by attacking a person or animal. The chances of a blade breaking or becoming dull are rare but relatively unknown (see [[Special weapon event odds]]). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
::A. As of May 2008 both blowpipes and rifles can also be rendered useless by a fumbled attack. Darts will lodge in a blowpipe, causing you to throw it away. Bullets will misfire, destroying the rifle. --[[User:Skull Face|Skull Face]] 16:23, 9 September 2008 (UTC)<br />
<br />
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.<br />
<br />
:A. Please feel free to add some data to [[Search odds]] or [[Search odds condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)<br />
<br />
Q. Ok so ive just joined and im hacking away at a parrot for some xp. Then for some unkown reason the parrot says "i know where to find the heavy sword, follow me" unfortunately that was the last thing it ever did as i was clicking attack systematically. Does this happen a lot and more to the point is the deceased parrot genuine in its statement and would have shown me if i hadnt macheted it into a fine paste. cheers --[[User:Deckard|Deckard]] 09:56, 12 July 2007 (UTC)<br />
<br />
:A. Parrots occasionally say something - it is very doubtful that a Parrot will lead you to a Heavy Sword --[[User:Johan Crichton|Johan Crichton]] 10:07, 12 July 2007 (UTC)<br />
<br />
Q. Do poison darts poison?<br />
<br />
:A. Yes; see [[Items#Ranged weapons and ammunition]]. &mdash; [[User:Elembis|Elembis]] 00:34, 19 June 2006 (BST)<br />
<br />
Q. Are poisionous berries useful for anything, such as the making of poison darts?<br />
<br />
:A. All you can do is eat them and [[XP|gain experience]] for doing so. This is actually rather common, especially among players who role-play (play their characters as they would be played in real life; a scientist, for example, would not attack other people unless provoked). &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST) <br />
<br />
::(Note that an empty bottle/gourd for salt water is now more efficient than a poisonberry bush. --[[User:Tycho44|Tycho44]] 05:22, 10 July 2006 (UTC))<br />
<br />
==Skills==<br />
:''See [[Skills]].''<br />
<br />
===''Clan leadership''===<br />
:''Moved from [[Game design]] on 22:44, 18 July 2006 (UTC).<br />
Q. i needed to state this here it's the most related subject,why isn't clan leadership on the skills page?. {{unsigned|Eminem1|07:40, July 6, 2006}}<br />
:A. Simon and I recently discussed setting a level requirement for ''[[clan leadership]]'', and I suggested level 5. It may be that he's implemented this without anyone noticing before now. (By the way, questions like this are what the [[Requests for information]] page is for.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 08:39, 6 July 2006 (UTC)<br />
::ok,thanks elembis :) [[User:Eminem1|Eminem1]] 11:11, 6 July 2006 (UTC)<br />
<br />
===''Clan Administrators and Founders''===<br />
Q. How do you invite people to help lead your clan as administrators or co-leaders? --[[User:The Rev. J. Darkside|The Rev. J. Darkside]] 11:49, 8 September 2008 (CST)<br />
:A. I believe that co-leaders must also have Clan Leadership skill. As for administrators, I believe you have to request that Simon add those abilities to existing clan members.--[[User:Skull Face|Skull Face]] 16:19, 9 September 2008 (UTC)<br />
:-I have a clan and I want my friend(s) to have the same authority as I do. One has Clan Leadership, as do I. However, we have found no button or option to allow him to enjoy political power similar to mine. So this funtion has to be performed by Mr. Amor personally? I am to understand that that is the only way? I'm just making sure. --[[User:The Rev. J. Darkside|The Rev. J. Darkside]] 8:21, 9 September 2008 (CST)<br />
::Yes, ensure the recipient of admin/founder status is in the clan, and then whilst logged in as the clan leader go to the feedback page and request that the recipient is added as either an administrator or founder to the clan. --[[User:Simon|Simon]] 08:34, 13 September 2008 (UTC)<br />
<br />
Q. What's the difference between a Clan Founder and Administrator?<br />
:A. A clan administrator has the power to invite new members and expel members from the clan. They can also edit the "clan news" section of the clan profile. A founder has the same powers as an administrator, and can also update the description of the clan, and disband the clan completely. --[[User:Simon|Simon]] 08:34, 13 September 2008 (UTC)<br />
<br />
===''Inviting People''===<br />
Q: How do you invite people into a clan? --[[User:Moctezuma|Moctezuma]] 13:47, 15 September 2007 (UTC)<br />
<br />
:A. Log in with the character who is admin of the clan, go to the clan page and click on the "view membership" button. There you will find an option to invite (and ban) people. --[[User:Oktavius|Oktavius]] 14:13, 16 September 2007 (UTC)<br />
:Thanks a lot, Oktavius, I really appreciate your help. --[[User:Moctezuma|Moctezuma]] 14:41, 16 September 2007 (UTC)<br />
<br />
===''Scavenging''===<br />
Q. The scanvenging skill for settlers and villagers says that it "Assists in finding things within certain areas." What are these 'certain areas', and how much does having the skill improve your search odds? [[User:Arminius|Arminius]] 03:31, 24 April 2006 (BST)<br />
<br />
:A. I don't know! Please post your Search Data to [[Search odds condensed]] or [[Search odds]], and help us find out. You don't need to be a Scavenger to post your Search Data -- we need more data to determine the baseline search odds. --[[User:Tycho44|Tycho44]] 08:46, 29 April 2006 (BST)<br />
: It appears that, in herbal huts, settlers with scavenging have a one-in-two total find rate and a healing herb find rate of one-in-three, while people without scavenging have a one-in-three total find rate and a healing herb find rate of only one-in-five. (this info was recently added to [[Search odds condensed]]) [[User:Arminius|Arminius]] 21:14, 30 April 2006 (BST)<br />
<br />
===''In-game clan data''===<br />
Q. Can the in-game clan page (the one you are sent to when you click "form a clan" be edited after writing? I would assume the answear is yes but wanted to make sure. --[[User:AlexanderRM|AlexanderRM]] 8:26 PM, 25 Febuary 2007 (EST)<br />
<br />
:A. I got tired of waiting for an answear and created VLN anyway... turns out the answear is yes. --[[User:AlexanderRM|AlexanderRM]] 3:09 PM, 11 March 2007 (EST)<br />
<br />
===''Exorcism''===<br />
Q. So I've exorcised once before, and it worked. Next time I tried it though, I got a message saying it failed and maybe there wasn't any spirits nearby. I check my location and there was one spirit. Is there a failure rate, or is this a bug? --[[User:Wulla-mullung|Wulla-mullung]] 17:54, 17 May 2007 (UTC)<br />
<br />
:A. No bugs, Its like exorcism is a weapon and you just missed. You spilled your holy water or snapped your magic stick --[[User:Rozen|Rozen]] 07:39, 18 May 2007 (UTC)<br />
::Ah I see. Thank you kind sir. Perhaps the failure rate should be lower, though.--[[User:Wulla-mullung|Wulla-mullung]] 17:51, 18 May 2007 (UTC)<br />
::The failure rate for exorcism isn't fixed - it also depends on how powerful the shaman is vs how powerful the spirit is. --[[User:Simon|Simon]] 08:36, 13 September 2008 (UTC)<br />
<br />
==Locations==<br />
:''See [[Locations]].''<br />
<br />
==General gameplay==<br />
<br />
Q. What time period is the game based in? Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's. The GPS unit seems a little out of place but implies that the time period has to be present day. Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)<br />
<br />
:A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.<br />
<br />
Q. Today my level 7 soldier attacked a parrot with a machete (normally 3 damage) and got the following message:<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the parrot for 5 damage. It dies.''<br />
Is this new, or just very uncommon?--[[User:Frisco|Frisco]] 16:26, 16 March 2006 (GMT)<br />
<br />
:A. It's an uncommon bonus. Another uncommon event resulting from an attack is that a melee weapon will break and become useless. See [[Special weapon event odds]] for more information. &mdash; [[User:Elembis|Elembis]] 17:23, 21 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using their fists?<br />
<br />
:A. Well, there we go. My lucky hit dealt a target 4 damage (with Body Building). --[[User:Lint|Lint]] 00:23, 23 May 2006 (BST)<br />
:''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.''<br />
:''You attack the elephant for 4 damage. It drops to 41 HP.''<br />
::Good thing you didn't break your fists! --[[User:Tycho44|Tycho44]] 18:16, 31 May 2006 (BST)<br />
<br />
Q. Has anyone experienced the luck/skill effect while using a rifle or blowpipe?<br />
<br />
:A. Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Are knives and daggers breakable?<br />
<br />
:A. Yes. --[[User:Skull Face|Skull Face]] 15:51, 11 September 2007 (UTC)<br />
<br />
Q. Is there a way to make the curse thing go away?<br />
<br />
:A. Yes: if you don't continue to anger the spirits they will lift the curse after a few days. See also the [http://www.shartak.com/faq.html#curse FAQ]. A curse will wear off automatically unless the zerging continues. <br />
<br />
Q. How do I get rid of my cursed accounts? Can I delete my zerged characters? <br />
<br />
:A. If you want to remove a character from Shartak, stop logging in to that character. After a week, that character will become inactive, and will essentially disappear from the Shartak world. If you want to keep using a character but free yourself from the ancients' curse, simply move that character away from all your other accounts. It is rumored that mild curses will disappear in a couple of days. Be patient.<br />
<br />
::Thank you very much who ever you are i will use your advise very wisely!<br />
<br />
Q. How heavy are heavy swords? Do they dull or break?<br />
<br />
:A. Heavy swords are notorious at breaking much quicker than your average machete. They do not dull because they are not used to chop jungle. And I believe that they use one inventory slot, just like a machete or cutlass, although I could be wrong on that. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 00:37, 28 July 2007 (UTC)<br />
<br />
Q. How does outsider perceive it when a native uses emotes (/me) and vice versa - specifically if they don't have any language skills? --[[User:Big Kahuuna|Big Kahuuna]] 07:48, 6 October 2008 (UTC)<br />
<br />
== Animals ==<br />
:''See [[Animals]].''<br />
<br />
=== Easy elephant ===<br />
Q. Are elephants easier to hit? I attacked and killed one with it's full 60 hp and missed only once. I have a 45% hit rate with my machete and deal 3 dmg per succesful blow. I did not get one of those flavour texts and did 3 dmg each time. --[[User:One of many doctors|One of many doctors]] 02:15, 21 March 2006 (GMT)<br />
<br />
:A. There's no way that an elephant would have been that easy to kill.. 21 attacks with only 1 miss is 95% hit and you certainly don't get that! I guess the RNG (Random Number God) smiled on you. --[[User:Simon|Simon]] 14:44, 21 March 2006 (GMT)<br />
<br />
==="Shargle"===<br />
Q. Not sure if this goes here, but that's really what I'm asking... In the weapon hut in raktam:<br />
<br />
Also here is the body of a shargle.<br />
<br />
Very simple question: what's a shargle? --[[User:AlexanderRM|AlexanderRM]] 23:25, 3 July 2007 (UTC)<br />
<br />
Oh, oddly enough, the etching for that area was “You can find Shargle Eggs up the mountain”. Is it maybe that giant bird thing from awhile back?--[[User:AlexanderRM|AlexanderRM]] 23:27, 3 July 2007 (UTC)<br />
<br />
:A. See [[Shargle]]. The body is probably from an egg that was brought down from the mountain and hatched. --[[User:Wulla-mullung|Wulla-mullung]] 01:57, 4 July 2007 (UTC)<br />
<br />
=== "elf" ===<br />
Q. On the total kills stat page, one of the sections is "elf". They appear to be/have been very rare (6 outsider kills, 3rd lowest, and 2 native kills, all-out lowest), but apart from that, all I can tell is that they aren't/weren't natives/outsiders/"special" animals. So, uh... --[[User:AlexanderRM|AlexanderRM]] 00:07, 21 September 2007 (UTC)<br />
<br />
:A. When the ? called Santa visited the Island last December 25, he came with a number of elves. Some visited Santa to receive a gift when perhaps they should have been given a lump of coal - as there purpose was to test these elves in combat. --[[User:Johan Crichton|Johan Crichton]] 01:50, 21 September 2007 (UTC)<br />
:: In addition to elves you will also see Easter bunnies and undead stags / deer. They are all unique NPCs / animals that pop up on special occasions.--[[User:Skull Face|Skull Face]] 14:53, 21 September 2007 (UTC)<br />
::: Don't forget about giant squids. I've read the animals page and was even here for easter, but elves weren't on the list. Hmm... yeah, elves wouldn't go on the animal page, but they're NPCs. Where should they go? --[[User:AlexanderRM|AlexanderRM]] 23:14, 5 October 2007 (UTC)<br />
:::: And also, one of them apparently had the purpose to test Santa himself in combat. --[[User:AlexanderRM|AlexanderRM]] 22:01, 6 October 2007 (UTC)<br />
<br />
=== Werewolf ===<br />
Q. Not again... someone on the top killers list has 1 werewolf kill. Is this another halloween event that people forgot to mention? Hmm... looking further, 1 Santa kill, 2 more werewolves... and that's all for the top killers. --[[User:AlexanderRM|AlexanderRM]] 18:14, 6 October 2007 (UTC)<br />
<br />
== Common edits ==<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I make a clan page?<br />
<br />
:A. In the search box on the left side of the page, enter your clan's name and click "Go". If the page doesn't exist, you will then see a notice at the top of the page that reads "No page with this exact title exists". Clicking on "this exact title" will allow you to edit that page, and when you save your edit the page will be created.<br />
<br />
::Please '''categorize your clan''' by including <!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan -->"<nowiki>[[Category:Clans]]</nowiki>" (no quotes) somewhere on the page, as well as "<nowiki>[[Category:Clans for outsiders]]</nowiki>", "<nowiki>[[Category:Clans for natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>" so people will know who your clan accepts as members. Clans are strongly encouraged to use the [[Template talk:Clanbox|Clanbox template]] to present their information in an orderly fashion.<br />
<br />
=== Linking profiles ===<br />
<br />
Q. How can I link my game profile?<br />
<br />
:A. If you know your ID number (which is at the end of the URL of your profile) you can use [[Template:Profile]] to link to your profile. Simply enter <nowiki>{{profile|6|Example}}</nowiki>, where "6" is your ID and "Example" is your name, to get {{profile|6|Example}} as the result.<br />
<br />
=== Creating Templates ===<br />
<br />
Q. How do you make templates, like the [[Template:IdentifyFriendOrFoe|IFF template]]?<br />
<br />
:A. It can be complicated. For those who don't know, putting <nowiki>{{ExampleTemplate}}</nowiki> on a page results in that text being replaced by the content of Template:ExampleTemplate. Wikimedia's [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates quick guide to templates] is a good starting point for people making templates, and I can be contacted with specific questions. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:55, 1 September 2006 (UTC)<br />
<br />
=== Clan Questions ===<br />
Q. How do you leave a clan ? A buddy I know has joined the same clan three times and really wants a secondary clan... [[User:Peaches169|Peaches169]]<br />
:A. First, click on your profile, then the clan you want to leave. There should be a button called 'leave this clan'. Click. There you go! :) &ndash; [[User:Wulla-mullung|Wulla]] <sup>([[User talk:Wulla-mullung|talk]])</sup> 05:24, 22 February 2008 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Talk:The_Necromancers_Guild&diff=17161Talk:The Necromancers Guild2008-01-16T14:10:05Z<p>Big Kahuuna: /* A Message... */ The record.</p>
<hr />
<div>==Gold==<br />
I have about 150 gold to give to the cause if you need it Ether. Anyone else interested in donating, please add the amount you are ready to offer to the Necromancers as an answer to this thread of reasoning. (I was thinking towards the bounty of Um Bongo for instance). -- [[User:Big Kahuuna|Big Kahuuna]] 02:19, 4 January 2008 (UTC)<br />
:Thanky for your kindness and your support but I fear that our guild does not have long to live. If we lose our position in wiksik there are no other towns that would accept us as most are even more so anti-spirit. Really I put it all down to one last throw of the dice, and I think I may lose it. So keep the gold and use it as you like (though if you want to put it on a bounty for the constant death of Um Bongo I can add about 150 gold to that). If we are still in possesion of the hut tomorrow then perhaps the coins could be used to puchase more amulets for our research? Of course the amulets will be yours after we are done with them.--[[User:Etherdrifter|Etherdrifter]] 17:07, 4 January 2008 (UTC)<br />
<br />
::Cool. I'm starting to see the bigger picture clearer now that I found this page. Now, as for the hut your speaking off Ether, is that the Medical Hut in Wiksik? If so, the last time I was there, the general consensus was that we could torment spirits, provided we heal those that have been affected. Alternatively, we could choose another hut for our purposes. Also, I would advise halting all hostile activity for the moment. This is purely for the clans survival while an understanding can be reached by all parties. By "all parties" I mean all the Wiksik's that feel aggrieved and ourselves. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:::We are acting purely in self defence at the moment, striking down only exorcists who know what they are doing is wrong. The hut voted against exorcism, non-guild members included. We won 9 to 7. In that case only 5 guild members voted. The strict penalty has turned many against us but those that voted for us knew exactly what we intended to do and supported it wholeheartedly. We have tried peaceful methods and those do not seem to take effect at <br />
all as we are still prey to exorcists. The only resolution for them is if we leave town and consent to spirit exorcism at their pleasure. The trader ezekiel suggested we take up residence in one of the many ruins dotting the island but at the moment thats just not prudent. Should our numbers swell sufficiently then perhaps we could consider it. As you can imagine the logistics are a nightmare not to mention the added danger of raids...--[[User:Etherdrifter|Etherdrifter]] 03:06, 12 January 2008 (UTC)<br />
<br />
::::I totally understand your position Ether. I won't accept being told to leave Wiksik and practice elsewhere. If people are free to Exorcise, then we should be free to practice our arts. You'll see my longer response below, but I'll repeat it here. We make a stance saying we will not raise arms against those who exorcise. All we ask is that other Shamans consider our position and check the profiles of spirits so they can avoid Exorcising our members. Remember, Shamans require the Recognition skill before they can get Exorcism. Again, I'll support you 100%, but we need to take a less aggressive stance or these hostilities will continue. --[[User:Cthulhu|Cthulhu]] 16:00, 12 January 2008 (UTC)<br />
:::::Do you mean seance? No, I am able to have exorcism and invoke without seance as a prerequisite. &ndash; [[User:Wulla-mullung|Wulla]] <sup>([[User talk:Wulla-mullung|talk]])</sup> 21:01, 12 January 2008 (UTC)<br />
::::::Heya Wulla. No, I was referring to "'''Psychic recognition'''" which is the second skill in that skill tree, which "''Lets you recognise active spirits''". What I'm suggesting, falls into the IFF category really. Before exorcising, identify the spirits your doing it too. Leave the Necromancer spirits alone. That is all I ask. --[[User:Cthulhu|Cthulhu]] 00:15, 13 January 2008 (UTC)<br />
:::::::Only if they wail though. I can't single out spirits to exorcise. &ndash; [[User:Wulla-mullung|Wulla]] <sup>([[User talk:Wulla-mullung|talk]])</sup> 03:00, 13 January 2008 (UTC)<br />
::::::::Thanks Wulla. I wasn't aware it worked like that as Bhaal rarely uses those skills. Bugger. --[[User:Cthulhu|Cthulhu]] 03:29, 13 January 2008 (UTC)<br />
:::::::::No problems. On top of that though, it sometimes exorcises more than one spirit at a time. Random from what I can tell. &ndash; [[User:Wulla-mullung|Wulla]] <sup>([[User talk:Wulla-mullung|talk]])</sup> 03:48, 13 January 2008 (UTC)<br />
::::::::::Hmmmmm... actually, I do remember it working like that from the times I've used that skill. You wouldn't happen to know the range of Invocation would you? I'm going to conduct some tests with Ether, but if you know, then it saves me time :) --[[User:Cthulhu|Cthulhu]] 04:31, 13 January 2008 (UTC)<br />
:::::::::::It's relatively small and it doesn't cover entire towns (never tried at the Shaman though, can't be sure). Exorcism exorcise further than invoke invokes, though. &ndash; [[User:Wulla-mullung|Wulla]] <sup>([[User talk:Wulla-mullung|talk]])</sup> 04:34, 13 January 2008 (UTC)<br />
<br />
== Amulets ==<br />
<br />
<br />
Silver Skulls were around way before possession, so they dont help with that. I think they make it harder for spirits to damage you, though. So, close! But I may be wrong. I just dont notice losing damage from spirits much with my character with them, or my exorcist for some reason. Odd. --[[User:Rozen|Rozen]] 11:38, 3 December 2007 (UTC) (aka, Rincewind)<br />
:Well as a spirit I was of course prone to rebuke exorcists by possesing them and making them say odd things (along the lines of "I can't read and my low IQ in no way compensates for my small inoffencive genotalia") but characters with the silver skull cross seemed immune to my attempts (Ye gods that was vexing). I am unsure if it protects from wailing damage and if the hut endures this next vote I would be interested in experimenting with this within the hut.--[[User:Etherdrifter|Etherdrifter]] 17:11, 4 January 2008 (UTC)<br />
<br />
::It's possible that Simon may have modified the Silver Skull after possession was implemented. I have had no experience with that charm as I only just acquired one with another alt. The only charm I'm certain about is the Tiger Tooth Amulet. Greater % of critical hits, but a greater % of weapon breaks as well. Tests need to be carried out and I am happy to help out here. Bhaal has a Rabbit Foot Charm and that's it though. I do know where to get Monkey Claws and Tiger Tooths though :) --[[User:Cthulhu|Cthulhu]]<br />
<br />
:::My thanks, if we do borrow any amulets they will be returned as I will be keeping strict records of who has what.--[[User:Etherdrifter|Etherdrifter]] 03:07, 12 January 2008 (UTC)<br />
<br />
::::That's sounds fine by me. When I see you, I'll pass them on if you don't already have one's similar. --[[User:Cthulhu|Cthulhu]] 16:00, 12 January 2008 (UTC)<br />
==Ziggy==<br />
<br />
Ziggyirked should really add something about her executioner status in her character id to prevent more wannabe bountyhunters. Just a thought. -- [[User:Big Kahuuna|Big Kahuuna]] 17:06, 20 December 2007 (UTC)<br />
:Ziggyirked earned a reputation as a pker first and foremost. You don't shake those reputations easily - it might pay for you to find a different executioner. --[[User:Johan Crichton|Johan Crichton]] 20:26, 20 December 2007 (UTC)<br />
::Everyone finds their niche in life. I am not one to judge past sins. Spend enough time in the spiritworld and the line between living and unliving is hair thin. Is it not the perfect way of repention for a killer of unwanting innocents to work in the service of ferrying the wanting souls to the spirit world? -- [[User:Big Kahuuna|Big Kahuuna]] 10:32, 21 December 2007 (UTC)<br />
<br />
:::I must say, I was rather stunned when Ziggy started staying out in the open and not killing as much as she did. I was one of her regular victims and she mine, but we've put that aside for now it seems which is good. The only thing I will say for now is that I would request that Ziggy only execute clan members for now. A note in her profile would help as well, as BK suggested. There are a few Wiksiks who simply do not except that change right now. Especially when she's killing non-clan members. --[[User:Cthulhu|Cthulhu]]<br />
<br />
::::She's currently performing two jobs, one is a private contract between myself and her involving the hundredfold death of um bongo the other is as a guild executioner. Otherwise she only kills people who kill her or on the exorcist hit list as we all do.--[[User:Etherdrifter|Etherdrifter]] 03:10, 12 January 2008 (UTC)<br />
<br />
:::::I think I can contact Um Bongo to make that Recognition proposal. But again, I ask you instruct Ziggy and all Guild members to cease hostilities immediately. More so Ziggy as she is already a major target from Wiksik locals. If she can refrain from attacking locals, I'm sure the community will do likewise. If they can give Marvin a chance to reform, I've asked that they do the same for her. --[[User:Cthulhu|Cthulhu]] 16:00, 12 January 2008 (UTC)<br />
==Executioner==<br />
<br />
On another note, executioner is a harsh world for people who perform euthanasia on us Shamans. Maybe ''"Ferryman"'' or ''"Spiritguide"'' would be better names for the servise provider? -- [[User:Big Kahuuna|Big Kahuuna]] 10:35, 21 December 2007 (UTC)<br />
:Not a bad idea but with ziggy since she also passes sentence on breakers of our law I think she has earned such a harsh and imposeing title.--[[User:Etherdrifter|Etherdrifter]] 00:50, 5 January 2008 (UTC)<br />
<br />
::I agree with BK here. The problem here is that Ziggy was a PKer of some note. Not many will forget that. If her title was less aggressive and she was to stop killing others unless in self defense, then a future of less retribution for her will be possible. --[[User:Cthulhu|Cthulhu]]<br />
<br />
:::Title changed to "Ferrywoman"--[[User:Etherdrifter|Etherdrifter]] 03:11, 12 January 2008 (UTC)<br />
<br />
::::Good one Ether. Just need to get Ziggy to change it in her profile desrciption. --[[User:Cthulhu|Cthulhu]] 16:00, 12 January 2008 (UTC)<br />
==A Message...==<br />
I received the following message in-game from Black Fang:<br />
<br />
<br />
''Know this Necromancer. Your kind will no longer kill natives with impunity. Today you live because I stay my hand - you appear to have killed no innocents.''<br />
<br />
''Tell your leader that the Necromancers Guild is unwelcome in Wikisk until they accept the fact that ALL Wiksik territory is free for all to use as they see fit.''<br />
<br />
''Murdering natives for ''crimes'' of exorcism or taking outsider heads will result in a continuation of the blood feud.''<br />
<br />
''This is the one chance the Necromancers will have to talk their way out of trouble. Those are the terms and there is no negotiation.''<br />
<br />
''Freedom for Wiksiks to live as they please or unending death for everyone who bears the stamp of the Necromancer.''<br />
<br />
<br />
I responded on the main forum where the message was repeated by Skull Face. Here's my response [http://forum.shartak.com/index.php?topic=968.msg31302#msg31302]<br />
<br />
Basically, a war has been declared on the Guild and I have been trying to smooth things out. I do this simply because I want this clan to work, but unfortunately things have gotten out of hand. To be blunt, you cannot order the deaths of Shamans because they exorcised us. I know it's annoying as our Guild relies on spirits, but there are ways of doing this without bloodshed. Shamans can identify spirits. They need to identify us and not exorcise us. This is what I've proposed on the forum. Overall, there needs to be compromise.<br />
<br />
So, they will continue killing Guild members until we agree to not kill anyone who exorcise spirits. Also, they are miffed about one of our members killing a local Native because he killed an Outsider who was apparently friendly. Leave this sort of thing out of the Guild. This works in Outsider towns where friendly Natives/Pirates are protected by Outsiders, but not the other way round it seems in Wiksik. I think that particular stance is moronic, but this is Wiksik warriors were talking about, not peaceful lawmakers.<br />
<br />
I will leave this at what I've said so far because I really need some sleep now ;)<br />
<br />
I'm happy to give all my assistance in building this clan, but things need to change. The changes I believe, would not be detrimental of course... or... you can go to full scale war. In that scenario, I will not help as I refuse to kill my Brothers and Sisters. Ziggy was an exception in the past, as we had some past issues, but we've passed that. My only other kills have been other PKers. I'm currently in Wiksik as well, so if you agree to all this, I can start spreading the word to Guild members and the locals. <br />
<br />
Lastly, we can have some fun with this clan Ether. Joint raids with Warriors, tearing apart huts filled with Outsiders... sounds good to me :) --[[User:Cthulhu|Cthulhu]] 16:00, 12 January 2008 (UTC)<br />
:Yes a cease in hostilities would be a nice thing, the guild was founded to empower the shaman of wiksik, not shatter them into warring factions. Though I do take offence at them calling the votes unfair, there was about 4 or 5 in total and we won all of them. Any murders of non-exorcists are not guild policy and are nothing to do with us. Personal feuds no doubt. They talk about a peaceful resolution on the forum and indeed I can see their terms, back down and submit to our will or we'll wipe you out. On this occasion I will bow to your wisdom but remember what the purpose of our guild is and try and protect our interests.--[[User:Etherdrifter|Etherdrifter]] 19:12, 12 January 2008 (UTC)<br />
<br />
::I understand there was a vote, but I'll be plain about this. Voting in-game is absolutely useless. As has been shown, there are ones who will always go "wait! I didn't agree to this!" or "I wasn't present!". Ignore the votes Ether. We can build this and I have some great ideas for the Guild. I will pass on your message to the forum and then I will give my own thoughts about this there as well. Personally, I think executing exorcising Shamans was wrong, but on the other hand, their actions are quite amusing. Preaching freedom to act as they sit fit in Wiksik and then laying down un-negotiable demands and/or acting like they now act in Wiksiks best interests gives me great amusement.<br />
<br />
::Don't worry, I am working in the Guilds best interests. I don't believe we need to move from the Med Hut, but if it becomes desirable, then there is a hut located at the Southern edge of Wiksik. It should be far enough for Guild members to practice without incessant whining from the locals. To move to ruins outside of a town is unacceptable. We need to be close to Supplies and a Shaman.<br />
<br />
::In the mean time, lets not kill anyone. We can still ferry our members into the other world of course. --[[User:Cthulhu|Cthulhu]] 00:38, 13 January 2008 (UTC)<br />
<br />
[[User:Big_Kahuuna/Sandbox/spirithut_feud|Here]] is a record of almost all of the feud between us and our agressors. Enjoy. It's a long read. Six days of laying dead without being able to tranverse into the spiritworld is a strain. -- [[User:Big Kahuuna|Big Kahuuna]] 14:10, 16 January 2008 (UTC)<br />
<br />
==The Future==<br />
Dramatic heading but it'll do ;)<br />
<br />
Now, I have some ideas I think you'll like Ether and if they work, they will ensure the Guilds growth. These are just loose thoughts I have, so feel free to add. I also ask everyone else who may be reading this to help in suggestions if they feel they have something to add.<br />
<br />
'''1. Spirit Hut:''' This may not be needed, but as suggested above, there is a Hut located at the very Southern Edge of Wiksik. I'm not sure if it's being used currently, but I will confirm it tonight. Having the Hut here should put Guild spirits out of range of other Shamans who like to invoke spirits. This should be field tested of course. All we need is a active spirit to co-ordinate with me. They sit in the Hut, while I do invocations in the Med Hut and Ammo Hut. Simple.<br />
:I have returned and will no doubt be murdered in very little time so I'll be happy to help.--[[User:Etherdrifter|Etherdrifter]] 14:19, 13 January 2008 (UTC)<br />
::Well you missed out on Fang's brilliant oratory when he cut me down. Not to worry. I scouted the maps and then Wiksik in-game and have picked one that I think should suffice. I gave you the co-ords in-game I believe. --[[User:Cthulhu|Cthulhu]] 15:01, 13 January 2008 (UTC)<br />
:::Well I lack a gps at the moment, it ran out of charge so I'll just head to the hut furthest away from the medical hut.--[[User:Etherdrifter|Etherdrifter]] 15:23, 13 January 2008 (UTC)<br />
<br />
'''2. Advertising:''' There are a few avenues for this. There is a couple of regular publications in circulation that will host adds. We could circulate an add for the Guild and requesting the presence of spirits. Also, there used to be a clan called Wailers, but they seem to have disbanded. The point is, there are plenty of others who prefer the spirit realm. Signposts can also be used in Wiksik to direct those to the Spirit Hut and inform spirits to attend us. As I said, there are ways.<br />
:What we really need is people to spread the word to other villages--[[User:Etherdrifter|Etherdrifter]] 14:19, 13 January 2008 (UTC)<br />
::That is achievable. --[[User:Cthulhu|Cthulhu]] 15:01, 13 January 2008 (UTC)<br />
<br />
'''3. Attack!:''' This is simple. We go to an Outsider town and wipe their huts clean. This is more for pure amusement value. This could be worked in cooperation with Native warriors as well who clean up after we invoke/wail the place into the stoneage ;)<br />
:For an effective attack you will need 2 shaman and 4 spirits, 6 guild members we cannot spare at the moment, though none guild spirits will do.--[[User:Etherdrifter|Etherdrifter]] 14:19, 13 January 2008 (UTC)<br />
::I know we cannot spare them now. In future we can talk of this more yes? --[[User:Cthulhu|Cthulhu]] 15:01, 13 January 2008 (UTC)<br />
:::Definitely, we are necromancers after all--[[User:Etherdrifter|Etherdrifter]] 15:23, 13 January 2008 (UTC)<br />
<br />
'''4. Exorcism:''' We cannot attack others for performing exorcism in public places like the Med Hut and the Ammo Hut. If we have our own hut and someone comes there and exorcises. We kill them. Otherwise, we take no action against them. Overall, it's not that much of a problem to make it back to where you were as a spirit either. Spirits deal with this on a day to day basis already.<br />
:It was fine till the distance of exorcism was extended, now its a days worth of ap and then all that happens is you are summoned and exorcised once again--[[User:Etherdrifter|Etherdrifter]] 14:19, 13 January 2008 (UTC)<br />
::It's been extended? I wasn't aware of that. --[[User:Cthulhu|Cthulhu]] 15:01, 13 January 2008 (UTC)<br />
:::Almost doubled I'm afraid, it was changed about the same time the new shaman skills were added--[[User:Etherdrifter|Etherdrifter]] 15:23, 13 January 2008 (UTC)<br />
Hmmmm... that's it for now I think. Any further ideas I will add later. --[[User:Cthulhu|Cthulhu]] 01:15, 13 January 2008 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox&diff=17160User:Big Kahuuna/Sandbox2008-01-16T14:05:49Z<p>Big Kahuuna: Added link to notes.</p>
<hr />
<div><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna]</div><br />
<center>''Founder of [[the Wiksik Tribe]]''</center><br />
{{:User:Big_Kahuuna/Tabhead}}<br />
{{:User:Big_Kahuuna/Tab0|[[User:Big_Kahuuna|In Body]]}}<br />
{{:User:Big_Kahuuna/Tab0|[[User:Big_Kahuuna/Spirit|In Spirit]]}}<br />
{{:User:Big_Kahuuna/Tab0|[[User_Talk:Big_Kahuuna|Contact]]}}<br />
{{:User:Big_Kahuuna/Tab1|Notes/Beliefs}}<br />
<br />
|-<br />
| valign="top" colspan=7 style="border-left:3px solid #808080; border-bottom:3px solid #808080;"| <br />
<br />
<br><br />
__NOTOC__<br />
=<span style="font-variant:small-caps">Gathered Wisdoms</span>=<br />
:''This is Big Kahuunas collected wisdoms and shant be edited nor deleted. It may seem like random jibberish to others, but in here are the secrets of the earth, heavens and the whispering winds.''<br />
----<br />
===The recorded feud of the Spirit hut===<br />
<br />
A record of 6 days of feuding in the spirit hut.<br />
<br />
[[User:Big_Kahuuna/Sandbox/spirithut_feud|The record.]]<br />
<br />
<br />
===Spirit hut carvings===<br />
*Spirit Hut - A hut for healing: Sheath your weapons!" and “Exorcisms aren't abided in here!" Below it, in faintly glowing letters, it reads "Spirits - Welcome! Your wails enables us to grow!<br />
<br />
*Spirit Hut." Under it somone has hung several tribal charms. A small sign says: "Mortals and spirits alike - Welcome! Here we can heal your mortal wounds or listen to your imortal wails.<br />
<br />
*Max: 200 char<br />
<br />
<br />
| style="background:#C0C0C0; border-right:3px solid #808080; border-bottom:3px solid #808080; border-top:3px solid #808080" valign="top" width="25%"|<br />
<br />
=<span style="font-variant:small-caps">Beliefs</span>=<br />
<br />
{{IdentifyFriendOrFoe|float=left}}<br />
{{NativesAgainstExorcism|float=left}}<br />
{{flagbox|#191970|Posessed.jpg|Need neither old nor young priest|This user doesn't mind if friendly spirits posesses him. As long as they behave.}}<br />
<br />
[[The_Necromancers_Guild|The Necromancers Guild]]<br />
<br />
<br />
<br />
<br />
|}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox/spirithut_feud&diff=17159User:Big Kahuuna/Sandbox/spirithut feud2008-01-16T14:03:50Z<p>Big Kahuuna: The spirit hut feud. Big note addition.</p>
<hr />
<div>=The Spirit Hut Feud=<br />
[[User:Big_Kahuuna/Sandbox|Back to Big Kahuunas notes]]<br />
<br />
<br />
----<br />
<br />
Since your last move:<br />
<br />
Captain Assflaps kills Ropata. (2008-01-10 01:45)<br />
<br />
You hear Squatch let out a banshee wail coming from all around you. (2008-01-10 06:36)<br />
<br />
You hear Squatch let out a banshee wail coming from all around you. (2008-01-10 06:36)<br />
<br />
You hear Squatch let out a banshee wail coming from all around you. (2008-01-10 06:36)<br />
<br />
You hear Squatch let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:36)<br />
<br />
You hear Squatch let out a banshee wail coming from all around you. (2008-01-10 06:36)<br />
<br />
You hear Squatch let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:36)<br />
<br />
You hear Squatch let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:36)<br />
<br />
You hear Squatch let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:36)<br />
<br />
You hear Squatch let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:36)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:46)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:46)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you. (2008-01-10 06:47)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:47)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you. (2008-01-10 06:47)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:47)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you. (2008-01-10 06:47)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:47)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you. (2008-01-10 06:47)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:47)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 06:47)<br />
<br />
Wicksickness uses a healing herb on you and restores 10 health. (2008-01-10 07:09)<br />
<br />
Wicksickness uses a healing herb on you and restores 10 health. (2008-01-10 07:09)<br />
<br />
Wicksickness uses a healing herb on you and restores 10 health. (2008-01-10 07:09)<br />
<br />
Wicksickness uses a healing herb on you and restores 10 health. (2008-01-10 07:09)<br />
<br />
Wicksickness uses a healing herb on you and restores 8 health. (2008-01-10 07:09)<br />
<br />
Wicksickness kills deathtothenormals. (2008-01-10 07:11)<br />
<br />
Um Bongo performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-10 08:39)<br />
<br />
Um Bongo performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-10 08:39)<br />
<br />
Um Bongo performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-10 08:39)<br />
<br />
Um Bongo says “http://www.shartak.com/clanview.cgi?id=274” (2008-01-10 08:40)<br />
<br />
Ezekiel Jones says “I have completed my gathering of medicin, and so shall, once fully rested, leave on my long delayed trade <br />
run.” (2008-01-10 10:06)<br />
<br />
Ezekiel Jones says “However, before i go, there is a proposition i have considered, which i wish to make to the <br />
necromancer's "guild".” (2008-01-10 10:07)<br />
<br />
Ezekiel Jones says “As you know, i and several others have a problem with you're presence in Eldest Wiksik, due to your <br />
insistance on imposing your will on it's people.” (2008-01-10 10:09)<br />
<br />
Ezekiel Jones says “You, however, also have a problem, namely that you find your spirits regularly exorcised.” (2008-01-10 <br />
10:11)<br />
<br />
Ezekiel Jones says “As i understand it, you believe that using a diffrent hut in the village would be ineffective due to the <br />
habit that true shaman have of summoning the spirits in the area before preforming exorcisms.” (2008-01-10 10:16)<br />
<br />
Ezekiel Jones says “And this is what you claim leads you to your tyrrany.” (2008-01-10 10:18)<br />
<br />
Ezekiel Jones says “However, what if you were to establish your "spirit hut" outside the village? Somewhere outside the range <br />
of the summoning ritual?” (2008-01-10 10:18)<br />
<br />
Ezekiel Jones says “Would that not end your problem peaceably? Do you think anyone would bother tracking you to a hut in the <br />
jungle mearly to bother you?” (2008-01-10 10:19)<br />
<br />
Ezekiel Jones says “Those who wish to join with you, and are interested in what you claim to offer could still come. and if it <br />
is as valued as you claim, there should be no small number of them.” (2008-01-10 10:22)<br />
<br />
Ezekiel Jones says “I realize that there would be some small new logistical difficulty, but these can be offset with periodic <br />
supply runs to the nearest village, and surely those who come to join you would bring herbs.” (2008-01-10 10:27)<br />
<br />
Ezekiel Jones says “If you have further need, then i can assure you that there is at least one trader on this island who will <br />
be willing to provide you with supplies. I may even be able to make arrangements with others.” (2008-01-10 10:30)<br />
<br />
Ezekiel Jones says “It occours to me, that were you to find a place between the ranges of summoning and exorcism rituals, you <br />
may even be able to take in some of the nearest villages castoff spirits, to add to your own.” (2008-01-10 10:39)<br />
<br />
Ezekiel Jones says “To summerize, you will be rid of your exorcist problem, the rest of us will be rid of you, the island's <br />
traders may find a new market in the medical trade, and most importantly, there will be peace.” (2008-01-10 10:41)<br />
<br />
Ezekiel Jones says “All of this comes at the price of only a small additional effort on your part. Somewhat smaller, i <br />
immagine than the effort you expend on hunting exorcists and finding castoff spirits.” (2008-01-10 10:43)<br />
<br />
Ezekiel Jones says “Thus is my proposal.” (2008-01-10 10:43)<br />
<br />
Etherdrifter says “An interesting proposition Ezekiel but sadly as you must understand the logistics are indeed a real <br />
nightmare. Not to mention putting us very much so at risk of any raiding pirates and outsiders.” (2008-01-10 12:43)<br />
<br />
Etherdrifter says “Although it would be of immense help to our spirit bretherin the cost to our living members would be most <br />
extreme. Then of course there is the problem of finding such an abandoned camp. Most are” (2008-01-10 12:45)<br />
<br />
Etherdrifter says “rest stops for traders and herbs out in the jungle are rather rarer then in a medical hut.” (2008-01-10 <br />
12:45)<br />
<br />
Etherdrifter says “I cannot find solutions to these problems at this time sadly so we must remain here for the good of the <br />
living.” (2008-01-10 12:46)<br />
<br />
Ezekiel Jones says “I do not believe these obsticles to be insurmountable.” (2008-01-10 13:03)<br />
<br />
Ezekiel Jones says “Logistics should be relativley simple. A simple matter of having your members take turns making supply <br />
runs as needed.'” (2008-01-10 13:06)<br />
<br />
Ezekiel Jones says “Additionally, you may further supliment your supplies by arranging for one or more traders such as myself <br />
to make regular deliveries.” (2008-01-10 13:08)<br />
<br />
Ezekiel Jones says “I can assure you that if you only offer a fair price for your healing herbs, this will not be a problem in <br />
any way.” (2008-01-10 13:10)<br />
<br />
Ezekiel Jones says “Finding a suitable location, i will admit, is slightly more challenging.” (2008-01-10 13:16)<br />
<br />
Ezekiel Jones says “The difficulty comes, as you astutley observed, from invaders who may be passing through and looking for a <br />
place to shelter the night. ” (2008-01-10 13:19)<br />
<br />
Ezekiel Jones says “The vast majority of them will be on their way to one of our villages to commit their customary <br />
atrocities, which, incedentally does not make any village particularly safe as we have all observed.” (2008-01-10 13:23)<br />
<br />
Ezekiel Jones says “As such, provided you select a place that is off from the established traveling routs, and maintain <br />
something of a low profile in the area, this should be a viable solution.” (2008-01-10 13:24)<br />
<br />
Ezekiel Jones says “I can recall, from my travels, two abandoned villages that i think have potential in this respect.” (2008-<br />
01-10 13:26)<br />
<br />
Ezekiel Jones says “The first is a pair of huts on the western bank of the river, south of the waterfall. I believe it is <br />
located at [-70.357,+26.406], as the invaders measure such things.” (2008-01-10 13:29)<br />
<br />
Ezekiel Jones says “It is farther north than anyone traveling from york or derby to Wiksik is likley to come, and farther <br />
south than anyone coming from dalpok or the great sunken canoe is likley to pass.” (2008-01-10 13:31)<br />
<br />
Ezekiel Jones says “Travelers between york and raktam will, i believe, pass closer, but they should, for the most part, <br />
maintain sufficiant distance that you escape their notice.” (2008-01-10 13:34)<br />
<br />
Ezekiel Jones says “Furthermore, this location has two advantages, the first being that because there are two huts there, you <br />
will be able to occupy one, while leaving the second for weary travelers.” (2008-01-10 13:36)<br />
<br />
Ezekiel Jones says “Second, although it should be fairly out of the way, it is a fairly easy distance from all current <br />
villages, aw well as one of the invader settlements, which should ease resupply.” (2008-01-10 13:37)<br />
<br />
Ezekiel Jones says “The other abandoned village is far on the northwestern peninsula. The distance will make logistics more <br />
difficult, unless you can obtain supplies from the sunken canoe, but” (2008-01-10 13:40)<br />
<br />
Ezekiel Jones says “it is completely off from any normal traveling rout.” (2008-01-10 13:41)<br />
<br />
Ezekiel Jones says “It's close proximity to the invader's canoe may perhaps be more blessing than curse, as it will draw <br />
attention away from your presence, and act as a buffer against attack.” (2008-01-10 13:43)<br />
<br />
Ezekiel Jones says “As well, most of the smelly ones head inland twards our villages when they leave their domain, so provided <br />
you should escape their notice, as they have no reason to venture farther onto the peninsula.” (2008-01-10 13:45)<br />
<br />
Ezekiel Jones says “Though that does, admitadly, depend on your "guild” (2008-01-10 13:46)<br />
<br />
Ezekiel Jones says “'s ability to maintain the aforementioned low profile” (2008-01-10 13:46)<br />
<br />
Etherdrifter says “Hmm... Perhaps I may go for a little wander. Ziggy, you're in charge till I get back. No needless slaying <br />
mind!” (2008-01-10 14:08)<br />
<br />
Um Bongo scratches out what was carved on the wall. (2008-01-10 14:11)<br />
<br />
Um Bongo carves something onto the wall. (2008-01-10 14:11)<br />
<br />
Um Bongo says “http://www.shartak.com/clanview.cgi?id=274” (2008-01-10 14:12)<br />
<br />
You hear h4x0r541 let out a banshee wail coming from all around you. (2008-01-10 15:58)<br />
<br />
You hear h4x0r541 let out a banshee wail coming from all around you. (2008-01-10 15:58)<br />
<br />
You hear h4x0r541 let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 15:58)<br />
<br />
You hear h4x0r541 let out a banshee wail coming from all around you. (2008-01-10 15:59)<br />
<br />
You hear h4x0r541 let out a banshee wail coming from all around you. (2008-01-10 15:59)<br />
<br />
You hear h4x0r541 let out a banshee wail coming from all around you. (2008-01-10 15:59)<br />
<br />
You hear h4x0r541 let out a banshee wail coming from all around you. (2008-01-10 15:59)<br />
<br />
You hear h4x0r541 let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 15:59)<br />
<br />
You hear h4x0r541 let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 15:59)<br />
<br />
Neil Tathers says “Hello Natives, I am the Grand Vizier of the Raktam Royal Court. I wish to speak to a represenative of the <br />
NEcromancy guild. I'll be in the hut to the southwest.” (2008-01-10 16:53)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you. (2008-01-10 17:19)<br />
<br />
You hear deathtothenormals let out a banshee wail coming from all around you. (2008-01-10 17:19)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:52)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 18:52)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:52)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:52)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 18:52)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:52)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:52)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:52)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 18:53)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:53)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:53)<br />
<br />
Umaga turns white as a sheet, and keels over dead. (2008-01-10 18:53)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:54)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:55)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you. (2008-01-10 18:55)<br />
<br />
Bruce Lee says “If anyone sees woist, kill him for exercising me” (2008-01-10 19:57)<br />
<br />
Bruce Lee uses a healing herb on you and restores 10 health. (2008-01-10 19:58)<br />
<br />
Bruce Lee uses a healing herb on you and restores 10 health. (2008-01-10 19:58)<br />
<br />
Bruce Lee uses a healing herb on you and restores 10 health. (2008-01-10 19:58)<br />
<br />
Bruce Lee uses a healing herb on you and restores 10 health. (2008-01-10 19:58)<br />
<br />
ziggyirked says “Cool, I'm in charge. Well... I'm going to try and find Um Bongo, back in a moment.” (2008-01-10 19:58)<br />
<br />
trapper says “Ziggie, bruce lee has asked you to kill him again. he's really sorry for asking but it seams some ppl cant read” <br />
(2008-01-10 20:06)<br />
<br />
trapper scratches out what was carved on the wall. (2008-01-10 20:06)<br />
<br />
trapper carves something onto the wall. (2008-01-10 20:06)<br />
<br />
trapper says “Ziggie, could you pass thease on to bruce lee, he asked me to collect them for him” (2008-01-10 20:09)<br />
<br />
trapper says “Nm, you have no space” (2008-01-10 20:10)<br />
<br />
trapper says “The gold coins are from brcce lee” (2008-01-10 20:11)<br />
<br />
Captain Assflaps kills trapper. (2008-01-10 20:11)<br />
<br />
You hear Ropata let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-10 20:28)<br />
<br />
Nyarlathotep says “HARK Wiksik, I am Nyarlathotep, court physician to the Royal Court of Raktam. BLUE Hummingbird, my queen <br />
has bid me to come here and observe in a passive form the events in this hut.” (2008-01-10 20:29)<br />
<br />
Eudaemon performs a successful invocation ritual and summons 1 spirit. (2008-01-10 20:32)<br />
<br />
ziggyirked says “Welcome Nyar. Ah, Bruce Lee, I'll be with you as soon as my AP return, sorry for the delay.” (2008-01-10 <br />
20:50)<br />
<br />
ziggyirked swings a jolly jack o'lantern around. (2008-01-10 20:50)<br />
<br />
Ezekiel Jones says “Nylarthotep, what interest does blue hummingbird have in an internal Wiksikan matter?” (2008-01-10 23:29)<br />
<br />
Nyarlathotep says “THE queen recieves many visitors Ezekiel. SOME have disturbing rumours and news. THE queen seeks more <br />
concrete information on what is happening here before making any decisions.” (2008-01-10 23:50)<br />
<br />
Frodor scratches out what was carved on the wall. (2008-01-11 00:23)<br />
<br />
Frodor carves something onto the wall. (2008-01-11 00:23)<br />
<br />
Frodor says “Executing Captain Assflaps for attacking me in a Healing Hut” (2008-01-11 00:25)<br />
<br />
Frodor kills Captain Assflaps. (2008-01-11 00:25)<br />
<br />
Frodor scratches out what was carved on the wall. (2008-01-11 00:26)<br />
<br />
Frodor carves something onto the wall. (2008-01-11 00:26)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you. (2008-01-11 03:15)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you. (2008-01-11 03:15)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you. (2008-01-11 03:15)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you. (2008-01-11 03:15)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you. (2008-01-11 03:15)<br />
<br />
You hear Eustice B Chadsworth let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-11 03:15)<br />
<br />
Squatch uses a healing herb on you and restores 8 health. (2008-01-11 05:21)<br />
<br />
Squatch scratches out what was carved on the wall. (2008-01-11 05:24)<br />
<br />
Squatch makes a few practice scratches on the wall. (2008-01-11 05:24)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you, and lose 2 HP from fear. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you, and lose 2 HP from fear. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you. (2008-01-11 07:43)<br />
<br />
You hear Vortex let out a shocking shriek coming from all around you, and lose 2 HP from fear. (2008-01-11 07:43)<br />
<br />
Frodor carves something onto the wall. (2008-01-11 08:23)<br />
<br />
You hear Subtle Asp let out a haunting scream coming from all around you. (2008-01-11 09:10)<br />
<br />
You hear Subtle Asp let out a haunting scream coming from all around you. (2008-01-11 09:10)<br />
<br />
Um Bongo performs a successful exorcism ritual and casts 2 spirits outside and away from here. (2008-01-11 09:45)<br />
<br />
Um Bongo says “I sense a great change happening over the next few weeks!” (2008-01-11 09:46)<br />
<br />
Rancor Pigskin says “All associates of the Necromancers are to leave the Guild. Those that do not, will be executed, under <br />
order of the Queen herself.” (2008-01-11 11:18)<br />
<br />
Black Fang kills ziggyirked. (2008-01-11 11:52)<br />
<br />
Black Fang says “The Necromancer's Guild murdered me in this healer's hut for the "crime" of killing an outsider. This is how <br />
I will have revenge. The Necromancers are no longer welcome in Wiksik.” (2008-01-11 11:58)<br />
<br />
Black Fang says “The natives of Wikisk will no longer accept the Necromancers Guild and their murdering ways. The peaceful <br />
shamans of Wiksik who have been murdered by the Guild for the "crime" of exorcising” (2008-01-11 11:58)<br />
<br />
Black Fang says “spirits, and warriors like myself killed unjustly, have sworn blood feud. The Necromancers would make the <br />
Wiksik healers hut a safe haven for outsiders and they kill Wiksik”” (2008-01-11 11:59)<br />
<br />
Black Fang says “(and other) natives. For this they must be die repeatedly. They must be sent to the ancestors for punishment. <br />
This cancer at the heart of Wiksik must be removed. Dead Necromancers” (2008-01-11 11:59)<br />
<br />
Black Fang says “make the ancestors happy. I will see them all dead many times over. I ask you to join me in this action. The <br />
Shartak forum contains a thread organising this action. Have a nice day :)” (2008-01-11 11:59)<br />
<br />
Blahmicho scratches out what was carved on the wall. (2008-01-11 13:10)<br />
<br />
Blahmicho carves something onto the wall. (2008-01-11 13:10)<br />
<br />
You hear Klanty let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-11 13:19)<br />
<br />
You hear Klanty let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-11 13:19)<br />
<br />
You hear Klanty let out a banshee wail coming from all around you. (2008-01-11 13:19)<br />
<br />
You hear Klanty let out a banshee wail coming from all around you. (2008-01-11 13:19)<br />
<br />
You hear Klanty let out a banshee wail coming from all around you. (2008-01-11 13:19)<br />
<br />
You hear Klanty let out a banshee wail coming from all around you. (2008-01-11 13:19)<br />
<br />
You hear Klanty let out a banshee wail coming from all around you. (2008-01-11 13:19)<br />
<br />
You hear Klanty let out a banshee wail coming from all around you. (2008-01-11 13:19)<br />
<br />
You hear Klanty let out a banshee wail coming from all around you. (2008-01-11 13:19)<br />
<br />
You hear Klanty let out a banshee wail coming from all around you, and lose 4 HP from fear. (2008-01-11 13:20)<br />
<br />
Fitzroy uses a healing herb on you and restores 10 health. (2008-01-11 13:20)<br />
<br />
Fitzroy uses a healing herb on you and restores 8 health. (2008-01-11 13:22)<br />
<br />
Wicksickness kills Eric. (2008-01-11 13:57)<br />
<br />
Wicksickness kills Squatch. (2008-01-11 13:59)<br />
<br />
Wicksickness says “if you like spirits so much, I thought I'd help you become one quicker. Have a good day, necrofreaks.” <br />
(2008-01-11 14:00)<br />
<br />
Neil Tathers says “Nyarlathotep, what have your viewings shown you of these Necromancers?” (2008-01-11 14:08)<br />
<br />
Neil Tathers scratches out what was carved on the wall. (2008-01-11 14:21)<br />
<br />
Neil Tathers carves something onto the wall. (2008-01-11 14:21)<br />
<br />
Um Bongo says “Excuse me while I just teabag ziggy *tea bags*” (2008-01-11 15:11)<br />
<br />
Um Bongo performs a successful invocation ritual and summons 1 spirit. (2008-01-11 15:12)<br />
<br />
Um Bongo performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-11 15:12)<br />
<br />
Um Bongo says “I bring the Necromancers Guild a warning, I have heard on the jungle grape vine that you will soon all be wiped <br />
out repeatedly for your actions.” (2008-01-11 15:13)<br />
<br />
Um Bongo says “If you are to leave the guild and make it known to everyone here, then you may possibly survive the attack.” <br />
(2008-01-11 15:13)<br />
<br />
Um Bongo says “Outsiders and natives alike from other settlements and villages are traveling here as I speak to settle this <br />
once and for all. Stand down and keep your dignity.” (2008-01-11 15:14)<br />
<br />
Um Bongo says “Speaking of which, where is your leader when this is happening. Oh yes, hiding at the bottom of the mountain <br />
whilst you all suffer, what a hero!” (2008-01-11 15:16)<br />
<br />
Miko scratches out what was carved on the wall. (2008-01-11 15:43)<br />
<br />
Miko carves something onto the wall. (2008-01-11 15:43)<br />
<br />
Wicksickness says “Neil, it's not me and neither does him, for that matter :)” (2008-01-11 16:04)<br />
<br />
Taiaka kills animejunkie01. (2008-01-11 18:09)<br />
<br />
Taiaka fires at you for 4 damage. (2008-01-11 18:10)<br />
<br />
Taiaka fires at you for 4 damage. (2008-01-11 18:10)<br />
<br />
Taiaka fires at you for 4 damage. (2008-01-11 18:10)<br />
<br />
Taiaka fires at you for 4 damage. (2008-01-11 18:10)<br />
<br />
Taiaka fires at you for 4 damage. (2008-01-11 18:10)<br />
<br />
Taiaka attacks you for 3 damage. (2008-01-11 18:10)<br />
<br />
Taiaka attacks you for 3 damage. (2008-01-11 18:10)<br />
<br />
Taiaka attacks you for 3 damage. (2008-01-11 18:10)<br />
<br />
Taiaka attacks you for 3 damage. (2008-01-11 18:11)<br />
<br />
Taiaka attacks you for 1 damage. (2008-01-11 18:11)<br />
<br />
Taiaka attacks you for 3 damage. (2008-01-11 18:11)<br />
<br />
Taiaka attacks you for 1 damage. (2008-01-11 18:11)<br />
<br />
Taiaka attacks you for 3 damage. (2008-01-11 18:11)<br />
<br />
Taiaka attacks you for 3 damage. (2008-01-11 18:11)<br />
<br />
Taiaka attacks you for 3 damage. (2008-01-11 18:11)<br />
<br />
Taiaka attacks you for 3 damage. (2008-01-11 18:11)<br />
<br />
Taiaka attacks you for 2 damage. You die. (2008-01-11 18:11)<br />
<br />
Taiaka starts acting very strangely. (2008-01-11 18:14)<br />
<br />
Taiaka says “spirit report: there is an elephant west of here a little ways...” (2008-01-11 18:14)<br />
<br />
Taiaka returns to normal after a spell of acting strangely. (2008-01-11 18:14)<br />
<br />
ziggyirked says “(OOC: Does anyone else on this website not feel it's a little sad to get soooo involved with an MMO...? Just <br />
a thought.)” (2008-01-11 18:51)<br />
<br />
ziggyirked kills Bruce Lee. (2008-01-11 18:52)<br />
<br />
Neil Tathers kills ziggyirked. (2008-01-11 19:11)<br />
<br />
Neil Tathers says “I don't like that guy” (2008-01-11 19:11)<br />
<br />
The ghostly voice of ziggyirked whispers “I am a GIRL! A GIRL!” (2008-01-11 19:46)<br />
<br />
Nyarlathotep performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-11 21:25)<br />
<br />
Nyarlathotep says “MY observations keep being interrupted by spirits here Mr Tathers. The Necromancers also appear to have <br />
vanished at the first action taken against them.” (2008-01-11 21:26)<br />
<br />
Nyarlathotep says “AH, Tathers is not here. PESKY spirits.” (2008-01-11 21:27)<br />
<br />
Nyarlathotep performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-11 21:36)<br />
<br />
OpiumJoe kills Goodaids. (2008-01-11 23:21)<br />
<br />
animejunkie01 performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-12 03:36)<br />
<br />
Tane scratches out what was carved on the wall. (2008-01-12 05:04)<br />
<br />
Tane carves something onto the wall. (2008-01-12 05:04)<br />
<br />
Frodor scratches out what was carved on the wall. (2008-01-12 06:01)<br />
<br />
Frodor carves something onto the wall. (2008-01-12 06:01)<br />
<br />
The ghostly voice of Vortex whispers “Umm... would you mind not exorcising me. its quite anoying.” (2008-01-12 07:33)<br />
<br />
The ghostly voice of Squatch whispers “It is unfortunate that those who have never PK'd would be labeled PKers and killed by <br />
those who make a habit of it.” (2008-01-12 07:41)<br />
<br />
The ghostly voice of Squatch whispers “When I first started here spirits allowed my quick growth. I simply wished to return <br />
the favor. No native kills yet, but it seems I'll have no choice.” (2008-01-12 07:42)<br />
<br />
The ghostly voice of Squatch whispers “BTW: this is Wiksik. The queen needs to stay in Raktam, and out of our business.” (2008-<br />
01-12 07:43)<br />
<br />
Rancor Pigskin says “I guess I'm late for the party....” (2008-01-12 08:22)<br />
<br />
Um Bongo says “Well that didn't take long did it! I'd like to thank everyone who has helped fight for the shamans rights in <br />
this terrible affair” (2008-01-12 08:22)<br />
<br />
Rancor Pigskin says “Managed to catch animejunkie outside... it looks like you've all done Wiksik proud” (2008-01-12 08:24)<br />
<br />
Rancor Pigskin says “We should probably organise a police force before those disgusting Necros regroup.” (2008-01-12 08:29)<br />
<br />
The ghostly voice of Bruce Lee whispers “Nyarlathotep, tell your queen that a vote was cats in this hut and we wone by <br />
majority. Any attack on the guild will be returned by one of us” (2008-01-12 15:50)<br />
<br />
The ghostly voice of Bruce Lee whispers “Anyway, I use my healing herbs on the injered, ask cheesesteak, I've healed him many <br />
times” (2008-01-12 15:52)<br />
<br />
trapper says “We are not discusting Rancor Pigskin, you pking noob. We have every rite to be here as we wone to change the <br />
medicle hut into the spirut hut not once buy twice.” (2008-01-12 15:56)<br />
<br />
trapper scratches out what was carved on the wall. (2008-01-12 15:57)<br />
<br />
trapper carves something onto the wall. (2008-01-12 15:57)<br />
<br />
Tiger Claw says “There are 3 spirits here - Eric, Big Kahuuna and Bruce Lee - begone Necromancers! Hunt outsiders and stop <br />
preying on your own kind!” (2008-01-12 16:43)<br />
<br />
Tiger Claw performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-12 16:43)<br />
<br />
Tiger Claw says “Good to see you again Nyarlathotep. My recent successes in butchering outsiders have made me cheery. I warm <br />
even to you. Are you in good spirits? Mwahahahaha!” (2008-01-12 16:47)<br />
<br />
Tiger Claw scratches out what was carved on the wall. (2008-01-12 16:49)<br />
<br />
Tiger Claw carves something onto the wall. (2008-01-12 16:49)<br />
<br />
Tiger Claw says “And so I must return to my vision quest. Good hunting. Farewell.” (2008-01-12 16:57)<br />
<br />
Um Bongo scratches out what was carved on the wall. (2008-01-12 17:57)<br />
<br />
Um Bongo carves something onto the wall. (2008-01-12 17:57)<br />
<br />
OpiumJoe scratches out what was carved on the wall. (2008-01-12 19:18)<br />
<br />
OpiumJoe carves something onto the wall. (2008-01-12 19:18)<br />
<br />
OpiumJoe scratches out what was carved on the wall. (2008-01-12 19:18)<br />
<br />
OpiumJoe carves something onto the wall. (2008-01-12 19:18)<br />
<br />
Rancor Pigskin scratches out what was carved on the wall. (2008-01-12 19:22)<br />
<br />
Rancor Pigskin makes a few practice scratches on the wall. (2008-01-12 19:22)<br />
<br />
Ezekiel Jones says “My brothers and sisters, we have had no small success herein the past few days, but we must not rest on <br />
them. The necromancers will return, or if not them, then another who would attempt at tyrrany.” (2008-01-12 21:02)<br />
<br />
Ezekiel Jones says “We must ask ourselves how the current situation came to be if we are to prevent it in the future. ” (2008-<br />
01-12 21:04)<br />
<br />
Ezekiel Jones says “It is my belief that the simple fact was that there was noone here to oppose them. That most simply walked <br />
away.” (2008-01-12 21:05)<br />
<br />
Ezekiel Jones says “Have you walked our village, have you seen how empty it was at the begining of this fight?” (2008-01-12 <br />
21:07)<br />
<br />
Ezekiel Jones says “This depopulation coencided with the rise of the necromancers, and regardless of whether or not it is <br />
correlative, if it continues, it will coencide with their return.” (2008-01-12 21:09)<br />
<br />
Ezekiel Jones says “And thus i ask you, my brothers and sisters, to stay, and continue the fight, but also for a small group <br />
to go.” (2008-01-12 21:10)<br />
<br />
Ezekiel Jones says “Walk the island and find our wayward kinsmen, tell them of what has become of The First Village, and ask <br />
that they return, that they fight for it against tyrrany, as is the true Wiksikan way.” (2008-01-12 21:12)<br />
<br />
Rancor Pigskin says “I left Wiksik a long time ago, under the impression its people no longer cared for their surivival. <br />
Murderers always being accepted into this very hut killed my willingness to fight.” (2008-01-12 21:13)<br />
<br />
Ezekiel Jones says “Very soon now, i intend to walk forth across the island and do this myself. Please, wish me success, and <br />
do not leave me to this task alone. ” (2008-01-12 21:14)<br />
<br />
Rancor Pigskin says “I will stay and fight in Wiksik until we have a capable police force. I'd then wish to resume my duties <br />
of hunting those that dare attack our Queen.” (2008-01-12 21:15)<br />
<br />
Ezekiel Jones says “They must be reminded of their blood, my friend. Did you not return to fight the tyranny of the <br />
necromancers?” (2008-01-12 21:15)<br />
<br />
Ezekiel Jones says “As i would hope most do, but if we don not bring our brothers and sisters to return, then what good will <br />
it do?” (2008-01-12 21:16)<br />
<br />
Rancor Pigskin says “I left because of the mystery of the Necromancers. I returned because of the knowledge of the <br />
Necromancers. I'll not leave until they are well and truly defeated.” (2008-01-12 21:17)<br />
<br />
Ezekiel Jones says “I commend you my friend, and hope to find more with such attitude.” (2008-01-12 21:19)<br />
<br />
Ezekiel Jones says “I will leave very soon now, and would ask that you spread these words around the village on my behalf, as <br />
i spread them beyond.” (2008-01-12 21:20)<br />
<br />
Rancor Pigskin says “I believe Ziggy may be near, though I don't have the energy to hunt her down....” (2008-01-12 22:31)<br />
<br />
Um Bongo says “Finally, back to normal again” (2008-01-12 23:00)<br />
<br />
Nyarlathotep says “Um Bongo, can you not mobilise the forces of 5punk?” (2008-01-13 00:16)<br />
<br />
Nyarlathotep says “A funny few days. I have a record of a necromancer exorcising a spirit from this hut, despite their stated <br />
laws forbiding it.” (2008-01-13 00:17)<br />
<br />
Asschmuck says “Your welcome” (2008-01-13 00:30)<br />
<br />
Blahmicho says “Wulla-mullung, dear friend, what a treat it is to come across you here!” (2008-01-13 01:00)<br />
<br />
Blahmicho says “ To think that the Great Magical Magician Fortune Telling Shaman Extraordinaire and I should stumble into <br />
eachother in such an out-of-the-way town!” (2008-01-13 01:00)<br />
<br />
The ghostly voice of Vortex whispers “You guys are slack, what did i ever do to you.” (2008-01-13 01:34)<br />
<br />
Wulla-mullung says “GET OUT! ” (2008-01-13 02:58)<br />
<br />
Wulla-mullung performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-13 02:58)<br />
<br />
Cheesesteak says “I'm sorry Bongo, but you have to go..” (2008-01-13 04:07)<br />
<br />
Cheesesteak kills Um Bongo. (2008-01-13 04:07)<br />
<br />
Cheesesteak says “I can't risk an exorcism.. it's just bad business” (2008-01-13 04:08)<br />
<br />
Wulla-mullung says “Yet again blood is spilled. Sheath your machete, Necromancer.” (2008-01-13 04:10)<br />
<br />
Nomad says “Dear brethers, I was travelling all the time. It seems a lot has changed in Wiksik. Waht Queen are you talking <br />
about? the Queen of the Raktamites? I always thougt Wiksik is under the rule of ” (2008-01-13 05:46)<br />
<br />
Nomad says “the Wiksikian People! and also the worshipping of the ancestors was to get counceling and advice and not to fall <br />
into total devotion and focusing to the sphere of the beyond! ” (2008-01-13 05:47)<br />
<br />
Asschmuck says “I didn't like what I saw there, Cheesesteak.. nor am I liking the Necromancer policy but I'm going to let it <br />
be” (2008-01-13 09:31)<br />
<br />
Asschmuck says “I'm only here to help people and to stock up for my adventure, not to make trouble.” (2008-01-13 09:32)<br />
<br />
Rancor Pigskin says “Someone finish killing Cheesesteak?” (2008-01-13 09:41)<br />
<br />
Bhaal says “Hmmmm... I wonder if those bodies are Guild members... most probably. Okay, trapper and Cheesesteak? I have become <br />
the voice of the Guild on the main Forum. The situation is thus, Ether has declared” (2008-01-13 09:42)<br />
<br />
Bhaal says “that no Shamans are to be harmed for Exorcising. This is due to the Guilds actions of late which in itself, have <br />
brought retribution towards us.” (2008-01-13 09:43)<br />
<br />
Bhaal says “So, things have been put into motion and we shall see what we see. Other than that, there is now a hut that I have <br />
proposed for Guild use at [-70.240,+26.401]. This is the Southern edge of Wiksik. ” (2008-01-13 09:45)<br />
<br />
Bhaal says “Hmmmmm... what else? No... nothing. Pass this on to other Guild members if you come across them. That aside, <br />
smile. This is all very amusing... well... for me it is. Two months in the swamps and all” (2008-01-13 09:48)<br />
<br />
Bhaal says “hell breaks loose in Wiksik? Naughty! The Guild shall modify it's actions and we shall look at ways of making fun <br />
in a more... friendly way ;)” (2008-01-13 09:49)<br />
<br />
Bhaal says “Oh... and Rancor? Your choler and that of other locals has been noted and understood. Ether has decreed no hostile <br />
activity from the Guild, therefore, I expect the same. You and others may not have” (2008-01-13 09:52)<br />
<br />
Bhaal says “respect for the Guild, which is understandable, but I have always worked towards peace in Wiksik. No on can refute <br />
that. So, all I ask now, is that these two Guild members and any others be left alone” (2008-01-13 09:54)<br />
<br />
Bhaal says “Hmmmm... and to think I could be stocking up on swords instead... ” (2008-01-13 09:58)<br />
<br />
Rancor Pigskin says “Your cult has terrorised this village, potecting a mass murderer and slaying innocent civilians. If you <br />
wish for peace, then simply leave the Guild. I will never welcome a filthy Necromancer.” (2008-01-13 10:01)<br />
<br />
Bhaal says “Hmmmm... interesting. Rancor left, which is no surprise, but I'll say this to the rest here. I've expressed to <br />
Ether that killing Shamans because they exorcise is wrong. A better way should've been” (2008-01-13 11:51)<br />
<br />
Bhaal says “found and that is why I'm supporting him and the Guild. I could just leave and continue my lone hunting of <br />
Outsiders, but that would leave these guys without a voice. I hope others can understand this” (2008-01-13 11:54)<br />
<br />
Black Fang says “I ask you to listen Wiksiks. The Necromancers have not accepted peaceful terms. They posture, deny <br />
responsibility for murders and seek to barter. This is not acceptable.” (2008-01-13 12:50)<br />
<br />
Black Fang says “The free people of Wiksik will not accept Necromancer murders, Necromancer lies and Necromancers killing <br />
for 'crimes' such as exorcism and headhunting outsiders.” (2008-01-13 12:51)<br />
<br />
Black Fang says “The blood feud continues. Drive the Necromancers from Wiksik!!'' * waves machete * ''Dead Necromancers make <br />
the ancestors happy. Kill them all!” (2008-01-13 12:52)<br />
<br />
Black Fang kills Bhaal. (2008-01-13 12:54)<br />
<br />
Black Fang says “Attend me, Necromancer spirits. We will continue to kill you until your leader takes responsibility for the <br />
murders your Guild has committed and accepts that Wiksik is free for all to do as they wish.” (2008-01-13 12:56)<br />
<br />
Black Fang says “There will be no barter. There will be no quarter. Plain acceptance of the terms offered or blood and death. <br />
These are your choices.” (2008-01-13 12:57)<br />
<br />
Black Fang says “Those of you who wish to follow this blood feud can do so on the Shartak forums.” (2008-01-13 12:58)<br />
<br />
Long Duck Dong says “arcticdaemon decided to make me his 1st kill, tribe mate my arss” (2008-01-13 13:14)<br />
<br />
Long Duck Dong says “think before u act frigidpusy” (2008-01-13 13:15)<br />
<br />
Etherdrifter says “I see this feud has had its casualties. I'm sorry I was away for so long. The 2 nearest ruins are occupied <br />
so it looks like we are stuck here for a while.” (2008-01-13 14:21)<br />
<br />
Etherdrifter carves something onto the wall. (2008-01-13 14:21)<br />
<br />
The ghostly voice of Bhaal whispers “Ha! To all Necromancers. It would seem Black Fang isn't pleased with our lack of proper <br />
bowing to him. As you can see, I lay here because of his actions. Ether! I still porpose our stance continue as ” (2008-01-13 <br />
14:34)<br />
<br />
The ghostly voice of Bhaal whispers “I have suggested and that Shamans not be harmed for exorcising, but I will say this. <br />
Defend yourselves. We had no right to tell people to stop exorcising, but no one certainly has the right to tell us” (2008-01-<br />
13 14:36)<br />
<br />
The ghostly voice of Bhaal whispers “to leave Wiksik. These co-ords [-70.240,+26.401] are of a hut directly South. I have <br />
already marked it Ether and I will head there soon myself. So, kill all those that attack you, but I say leave” (2008-01-13 <br />
14:37)<br />
<br />
The ghostly voice of Bhaal whispers “other Shamans alone. That being all said and official, I'm going for a smoke and will <br />
probably have a beer. Be smiley and Ziggy? Continue to kill Rancor as he's stated ill will to us all :)” (2008-01-13 14:40)<br />
<br />
The ghostly voice of Bhaal whispers “I'll be in spirit form Ether at that hut okay? ” (2008-01-13 14:41)<br />
<br />
ziggyirked says “As always” (2008-01-13 16:08)<br />
<br />
trapper says “Rancor Pigskin, where is your so called queen in the face of battly. A coward is she! To send her people out to <br />
fight with out her gidance then she is truely a coward says I” (2008-01-13 16:17)<br />
<br />
trapper says “Nyarlathotep, why attack the necromancers? They are a guild of great knowledge and power. Why attack them when <br />
you could be friends with them. I have witnessed people of the necormancers guild” (2008-01-13 16:20)<br />
<br />
trapper says “Healing the wounds of the people in the medical hut. If they heal the dammage they have done then why attack <br />
them? I would like to know” (2008-01-13 16:21)<br />
<br />
Etherdrifter says “Trapper, I don't actually think their queen knows about it. They're probably acting against her wishes if <br />
anything...” (2008-01-13 18:03)<br />
<br />
Nyarlathotep says “TRAPPER, I am here to observe. I know nothing of my Queen directing any violence towards your village.” <br />
(2008-01-13 18:45)<br />
<br />
Nyarlathotep says “AS for why people don't like your cheesy XP farming, well, if you don't understand, you never will.” (2008-<br />
01-13 18:46)<br />
<br />
Etherdrifter says “Ah so speaks the voice of one with plenty of people to heal at very little risk to himself. Oddly enough <br />
our shaman do not stay here forever, most go out into the world to offer their services” (2008-01-13 18:52)<br />
<br />
Etherdrifter says “elsewhere. Usually for a native cause. Why do you think so few guild members are here to deal with this <br />
petty violence? We offer training for shaman, something which they are unable to obtain” (2008-01-13 18:53)<br />
<br />
Etherdrifter says “anywhere else on this island.” (2008-01-13 18:53)<br />
<br />
Etherdrifter says “Bless you spirit for your gift. Even though we are attacked its buisiness as usual!” (2008-01-13 19:13)<br />
<br />
Etherdrifter says “And would all guild members remember to sign up to the forum to aid communication!” (2008-01-13 19:14)<br />
<br />
Wulla-mullung says “You are no longer welcome! Be out!” (2008-01-13 19:42)<br />
<br />
Wulla-mullung performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-13 19:42)<br />
<br />
Etherdrifter says “And there goes some more free exp for the village, be proud of yourself for strengthening the enemy.” (2008-<br />
01-13 19:43)<br />
<br />
Wulla-mullung says “Bah! Fool. Your kind kills it's brothers, it's sisters, it's friends and neighbours. Do not think you are <br />
so innocent.” (2008-01-13 19:48)<br />
<br />
Wulla-mullung says “Ah yes, I almost forgot about you, Blahmicho. Funny as we always happen to meet in the most interesting of <br />
circumstances.” (2008-01-13 20:01)<br />
<br />
Nyarlathotep says “I learnt plenty by exorcising and latter haunting at the shipwreck, the same in Derby, which is closer to <br />
Wiksik than Raktam. Trainingfor shaman is available across the Island. STOP lying Ether.” (2008-01-13 20:17)<br />
<br />
Ropata kills ziggyirked. (2008-01-13 20:20)<br />
<br />
Ropata says “Mr Machete and I have a long memory Ziggy. ZIGGY ZIGGY ZIGGY. Irked you? WHY YES! Goodbye folks, and thanks for <br />
all the fish!” (2008-01-13 20:21)<br />
<br />
Etherdrifter says “Yes I can see why preying on the defencless would appeal to your ilk. You are no different from us save you <br />
are a hypocrite. What level 1 shaman could survive the trek eh?” (2008-01-13 20:47)<br />
<br />
Nyarlathotep says “WHY the insults Etherdrifter? IS there a need to dehumanise those who openly challenge your lies?” (2008-01-<br />
13 20:56)<br />
<br />
Nyarlathotep says “A LEVEL one shaman can easily explore the jungle around their settlement, helping push the pirates and <br />
outsiders who infest this Island now away. GAINING power, gaining experience.” (2008-01-13 20:57)<br />
<br />
Nyarlathotep says “MY first levels were earnt killing those with dark hearts, and hunting in the dark heart of the jungle.” <br />
(2008-01-13 20:57)<br />
<br />
Nyarlathotep says “OOC: The difference between you and I Etherdrifter, is that you play a game called wail and heal. I play a <br />
game called Shartak.” (2008-01-13 20:59)<br />
<br />
Nyarlathotep says “OOC: For some people, that will be a problem. For others, well, we'll just think it a little cheesy. But if <br />
you're playing (and hopefully donating) and encouraging others, then continue. ” (2008-01-13 21:04)<br />
<br />
The ghostly voice of ziggyirked whispers “OOC: You're still stupidly obsessing over an MMORPG. What next..? 'THIS IS <br />
SHARTAK!' ..?” (2008-01-13 21:36)<br />
<br />
The ghostly voice of ziggyirked whispers “OOC: At least we're more placid about the whole thing” (2008-01-13 21:36)<br />
<br />
Iwashere says “Then shall the winds of change come, and opression shall be lifted from those who believe in a free land. For <br />
the crimes of murder, the same shall be done un to you. May the elders have mercy on you.” (2008-01-13 22:57)<br />
<br />
Iwashere kills Etherdrifter. (2008-01-13 22:58)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:28)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:28)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:28)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:28)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:28)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:28)<br />
<br />
The ghostly voice of Etherdrifter whispers “And so I am murdered, I can see what difference that makes. You who were offered <br />
clemancy and power. No more, all who raise arms against us will die.” (2008-01-13 23:28)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:28)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:29)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:29)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:29)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:29)<br />
<br />
The ghostly voice of Etherdrifter whispers “Nyarlathotep, you disgusting hypocrit.” (2008-01-13 23:29)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:29)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:29)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:29)<br />
<br />
Nyarlathotep chants, focusing negative energies at the spirit. (2008-01-13 23:29)<br />
<br />
Wulla-mullung says “NO!” (2008-01-13 23:29)<br />
<br />
The ghostly voice of Etherdrifter whispers “You use us for your own gain and show no respect!” (2008-01-13 23:29)<br />
<br />
Wulla-mullung performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-13 23:29)<br />
<br />
Nyarlathotep says “NO? WHY not?” (2008-01-13 23:30)<br />
<br />
Wulla-mullung says “Do not toy with the dead.” (2008-01-13 23:30)<br />
<br />
Nyarlathotep says “HM. WHAT will be fortune if I do? OR rather, why have the gods chosen to give us these powers if we not to <br />
use them?” (2008-01-13 23:35)<br />
<br />
Frodor kills trapper. (2008-01-14 00:39)<br />
<br />
Frodor kills apathist the shaman. (2008-01-14 00:40)<br />
<br />
Frodor scratches out what was carved on the wall. (2008-01-14 00:41)<br />
<br />
Frodor carves something onto the wall. (2008-01-14 00:41)<br />
<br />
The ghostly voice of Vortex whispers “U could at least tell me what your banishing me for before you do it........” (2008-01-<br />
14 00:52)<br />
<br />
The ghostly voice of Vortex whispers “How rude” (2008-01-14 00:52)<br />
<br />
Wulla-mullung says “You are banished because you are a spirit. The dead are not welcome here.” (2008-01-14 00:58)<br />
<br />
Wulla-mullung performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-14 00:58)<br />
<br />
Outter kills animejunkie01. (2008-01-14 02:04)<br />
<br />
Outter says “It saddens me greatly when my own people have turned from life to kneel at deaths feet. Better that you take up <br />
arms with the outsiders than this.” (2008-01-14 02:04)<br />
<br />
Outter says “I pledge my blade and darts to rid our village of you necromancers ” (2008-01-14 02:06)<br />
<br />
Outter says “The outsider menace ,ay be bad, but this is simply evil.” (2008-01-14 02:07)<br />
<br />
Holy Spirit performs a successful invocation ritual and summons 1 spirit. (2008-01-14 04:57)<br />
<br />
Holy Spirit performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-14 04:58)<br />
<br />
Black Fang kills Bruce Lee. (2008-01-14 13:25)<br />
<br />
Black Fang says “Death to the Necromancers! Death to those who would murder Wiksiks for the 'crimes' of headhunting outsiders <br />
and exorcising spirits!” (2008-01-14 13:26)<br />
<br />
Black Fang says “Aha! And another one! Wiksik WILL be free from the Necromancers and their murdering ways. We have tried <br />
reason and been murdered. We will now redden our machetes in return!” (2008-01-14 13:29)<br />
<br />
Black Fang says “Good afternoon to you Wulla-mullung.'' * kicks a corspe * ''This situation looks set to continue for some <br />
time. The Necromancers refuse to concede that Wiksiks should be free to do as they please. I'd” (2008-01-14 13:31)<br />
<br />
Black Fang says “rather be headhunting outsiders, frankly, but I'll not allow this filfth to step on the necks of my fellow <br />
Wiksiks.” (2008-01-14 13:32)<br />
<br />
Etherdrifter scratches out what was carved on the wall. (2008-01-14 13:52)<br />
<br />
Etherdrifter carves something onto the wall. (2008-01-14 13:52)<br />
<br />
Etherdrifter says “Weakling” (2008-01-14 13:55)<br />
<br />
Um Bongo says “Thanks for pk'ing me cheesesteak, very nice of you. It's nice to know local shamans are welcome in their <br />
medical huts.” (2008-01-14 14:40)<br />
<br />
Um Bongo says “Here have a knife to stab me in the back whilst I lay down asleep in the corner *Um Bongo gives cheesesteak a <br />
knife*” (2008-01-14 14:41)<br />
<br />
trapper says “Its a shame that there are pkers here, you know who you are. At least the people in the necromancers guild aren <br />
noobs loke your selves. Say you kill for the good of the town, BAH says I. You are” (2008-01-14 15:50)<br />
<br />
trapper says “farming exp your your selves. It's a shame that noobs that kill a peacefull guild who heals the dammage done has <br />
to be attacked by pking noobs” (2008-01-14 15:51)<br />
<br />
Nuzukii turns white as a sheet, and keels over dead. (2008-01-14 15:53)<br />
<br />
Goodaids performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-14 16:11)<br />
<br />
ziggyirked kills Um Bongo. (2008-01-14 17:07)<br />
<br />
ziggyirked says “Oh dear, my bad” (2008-01-14 17:11)<br />
<br />
ziggyirked says “Sooooorry” (2008-01-14 17:11)<br />
<br />
Etherdrifter says “Ziggy if you go east a bit you will see a gentleman named black fang, their leader in fact. Just thought it <br />
would interest you to strike a blow for necromancers everywhere and avenge yourself on the” (2008-01-14 17:15)<br />
<br />
Etherdrifter says “poor sap whos had you killed many times over.” (2008-01-14 17:15)<br />
<br />
Etherdrifter says “Now then would someone strike me down as I have much wailing to do if I am to be able to liberate this <br />
village from the hands of vengence crazed tyrants.” (2008-01-14 17:16)<br />
<br />
Etherdrifter says “Ah and um bongo, do stand up again so I can have the pleasure of seeing you die for the cause you <br />
supposedly support, the role of spy ill suits you.” (2008-01-14 17:17)<br />
<br />
Etherdrifter says “All guild healers are incapacitated. Wailing will continue as normal however so I'd advise stocking up on <br />
extra healing herbs and enjoying the free exp!” (2008-01-14 17:22)<br />
<br />
Etherdrifter says “Those opposed to our supposed "farming methods" will of course only heal themselves as it would be base <br />
hypocrasy if they were to take part in the healing.” (2008-01-14 17:23)<br />
<br />
Etherdrifter says “Have a good day and to all the guild members out there have a nice day!” (2008-01-14 17:23)<br />
<br />
Etherdrifter says “Oh and to our opponents (since um bongo is acting as a spy). Take a short stick and pike it, we're staying <br />
for good. On what terms depends on your actions.” (2008-01-14 17:25)<br />
<br />
Rancor Pigskin kills ziggyirked. (2008-01-14 17:47)<br />
<br />
Um Bongo says “*sigh* why cant we all just settle our differences, and let the med hut be a med hut, and set up a spirit hut <br />
elsewhere?” (2008-01-14 17:52)<br />
<br />
Um Bongo says “For the record I am going to stand here and get killed over and over again by ziggy, as I want to make a <br />
point!” (2008-01-14 17:52)<br />
<br />
Black Fang says “Interesting speech Etherdifter. I am not the leader of the natives opposing your Guild. There is no such <br />
leader. This is not ” (2008-01-14 17:52)<br />
<br />
Black Fang says “a 'rebellion' as neither you nor your Guild rule in Wiksik and your 'laws' have no meaning. The only thing <br />
your Guild does here is murder natives and die under the machetes of those same natives. I su” (2008-01-14 17:53)<br />
<br />
Black Fang says “I suspect that it is mainly the latter. You will defend Wiksik against pirates? This is a good joke! Your <br />
Guild members have hardly been outside the Healer's Hut their entire lives! How many outsider ” (2008-01-14 17:54)<br />
<br />
Black Fang says “heads do they have to their credit? There are parrots in the jungle who have killed more outsiders than your <br />
Guild members.” (2008-01-14 17:54)<br />
<br />
Black Fang says “This is Wiksik. Outsiders die here. There is no such thing as a friendly outsider. There is no safety in <br />
Wiksik for outsiders. There never will be. THIS! IS! WIKSIK!” (2008-01-14 17:55)<br />
<br />
Black Fang says “In my conflict with your Guild the first blood drawn was drawn by the Necromancers. The first life taken was <br />
taken by the Necromancers. I struck down no natives until I was struck down first. And I wa” (2008-01-14 17:55)<br />
<br />
Black Fang says “was struck down by your Guild, who consider murder of a lvl 2 Wiksik native to be within their 'rights'. So I <br />
responded in kind. You cannot accept the responsibility for” (2008-01-14 17:56)<br />
<br />
Black Fang says “the actions of your Guild? Either you are their leader (in which case you are responsible no matter how much <br />
you try to avoid it and thus you are the hypocrite, not I) or you are not their leader (in ” (2008-01-14 17:56)<br />
<br />
Black Fang says “which case I waste my time talking to you). I do not require your apology. There are, however, many who have <br />
been struck down by your Guild who perhaps do deserve an apology. Have you considered them?” (2008-01-14 17:57)<br />
<br />
Black Fang says “As for myself, I am a warrior. I am EXCEPTIONALLY comfortable with killing... especially those who would make <br />
a victim of me. In fairness I would rather kill outsiders but I would err if, in doing so,” (2008-01-14 17:57)<br />
<br />
Black Fang says “I left my back exposed to those would attack me unprovoked as your Guild did. I would suggest that it was <br />
your Guild which made Wiksik unsafe for the natives of Wiksik. Raising machetes against others” (2008-01-14 17:58)<br />
<br />
Black Fang says “was perhaps where your Guild erred, no? Had you not killed your brother natives they would not now be eating <br />
sacred hallucinogens and bathing their machetes in your blood.” (2008-01-14 17:58)<br />
<br />
Black Fang says “You and I could find common ground. That could happen when ALL natives of Wiksik are free to do as they <br />
please. It could happen when your group renounces the murder of natives for tenuous reasons such” (2008-01-14 17:58)<br />
<br />
Black Fang says “as 'Exorcism' and 'headhunting outsiders'. It could happen when you choose to kill outsiders rather than <br />
natives. You'll need to come down from your pedestal to where you can smell the mess of blood ” (2008-01-14 17:59)<br />
<br />
Black Fang says “and sh*te and face up to the situation you've created. So stop insulting me, accept the peaceful terms that <br />
were offered you. Or not. Stick a knife in me. Stick a knife in the exorcist shamen. Keep ” (2008-01-14 18:00)<br />
<br />
Black Fang says “sticking a metaphorical knife into Wiksik and tell yourself that you are not to blame for what has occurred. <br />
Let me know what you choose. I need my beauty sleep... very badly.” (2008-01-14 18:01)<br />
<br />
Black Fang scratches out what was carved on the wall. (2008-01-14 18:01)<br />
<br />
Black Fang carves something onto the wall. (2008-01-14 18:01)<br />
<br />
Etherdrifter says “Um Bongo we are already planning to do just that. Though no doubt people will still raid us and exorcise <br />
our spirits unless an agreement could be made?” (2008-01-14 18:34)<br />
<br />
Etherdrifter scratches out what was carved on the wall. (2008-01-14 18:35)<br />
<br />
Etherdrifter carves something onto the wall. (2008-01-14 18:35)<br />
<br />
Etherdrifter says “You on the other hand have accepted no responsibility for your actions, you murder those who have done you <br />
no harm. You seek excuses to kill people who cannot defend themselves. We are making our” (2008-01-14 18:36)<br />
<br />
Etherdrifter says “peace with the exorcists bit by bit and I am sure one day we will have a place to invoke in peace.” (2008-<br />
01-14 18:36)<br />
<br />
Etherdrifter says “You murdered someone, one of our guild members killed you on their own free will and called you a murderer. <br />
Live with it. If you have a problem take it up with the guild member in question or ANYONE” (2008-01-14 18:38)<br />
<br />
Etherdrifter says “who supports the IFF initiative which oddly enough covers most of your allies.” (2008-01-14 18:39)<br />
<br />
Etherdrifter scratches out what was carved on the wall. (2008-01-14 18:41)<br />
<br />
Etherdrifter carves something onto the wall. (2008-01-14 18:41)<br />
<br />
Etherdrifter chants, focusing negative energies at the spirit. (2008-01-14 18:41)<br />
<br />
Etherdrifter says “This feud is ended, anyone you take up arms against can fight back as they see fit. Now take your fight out <br />
of this hut so we can get back to finding a peaceful solution with our shaman.” (2008-01-14 18:42)<br />
<br />
Etherdrifter says “Ok now with all that said, would anyone object if we take another hut in this village and perform our rites <br />
there? In this I mean will you refrain from exorcising our spirits if we move huts?” (2008-01-14 18:43)<br />
<br />
Miko says “Poor Nuzukii keeled over dead. I must say, way to keep up on the healing, Necromancers. And this is not the first <br />
time....” (2008-01-14 19:12)<br />
<br />
Miko says “Maybe if you'd spent less time concerning yourself with exorcism, and more time watching health levels this <br />
wouldn't have happened.” (2008-01-14 19:12)<br />
<br />
Miko says “However, I still remain neutral. So if you could, you know, avoid stabbing me while I'm not looking that'd be <br />
nice.” (2008-01-14 19:13)<br />
<br />
Umaga says “Hey guys, thanks for all the heals in here. ” (2008-01-14 19:34)<br />
<br />
Anthor performs a successful exorcism ritual and casts 2 spirits outside and away from here. (2008-01-14 19:38)<br />
<br />
The ghostly voice of ziggyirked whispers “No-one's going to kill you, Miko... Oh, and I get ten points for guessing that a <br />
sparta reference was about to come up. Kudos for being so predictable Black Funk” (2008-01-14 20:07)<br />
<br />
The ghostly voice of ziggyirked whispers “Um Bongo, I'll refrain from killing you iff you are in the process of talking and/or <br />
trying to sort things out, but only then” (2008-01-14 20:08)<br />
<br />
Etherdrifter says “We would keep up the healing if we were not constantly killed.” (2008-01-14 21:04)<br />
<br />
Um Bongo says “Oh how kind of you ziggy, you must be a changed person *rolls eyes* The reason Simon invented summoning was as <br />
a result of me complaining about XP farming in the first place.” (2008-01-14 21:15)<br />
<br />
Um Bongo says “This was before I even had a shaman character, so why would I stop my enjoyment of the game because of a bunch of XP farmers. What possible enjoyment can you get out of a game by doing this?” (2008-01-14 21:17)<br />
<br />
Um Bongo says “XP farming is lame, boring, pointless as it ruins the game by skipping level progression and leaving a maxed <br />
out character with nothing better to do once level'd up” (2008-01-14 21:18)<br />
<br />
Um Bongo says “Hardly any character banter or chatter goes on between the spirits and humans in this hut, which makes it even <br />
more hopelessly boring and repetitive. Shartak is great because of its open gameplay.” (2008-01-14 21:19)<br />
<br />
Um Bongo says “This is the sort of shitty thing we all see day in day out in Urban Dead, not Shartak. You know you are all XP <br />
farming, and tbh it is totally pointless in Shartak, so wise up and do something fun!” (2008-01-14 21:21)<br />
<br />
Um Bongo says “*gets back in character* Someone pass me a bottle, I feel like getting drunk and vomiting in the corner <br />
somewhere” (2008-01-14 21:21)<br />
<br />
Um Bongo scratches out what was carved on the wall. (2008-01-14 21:24)<br />
<br />
Um Bongo carves something onto the wall. (2008-01-14 21:24)<br />
<br />
Etherdrifter says “\\Mostly we are offering training for low level shaman who have nowhere else to turn to. And also have you <br />
not thought of the raid potential? I have and its looking good if you can afford the price” (2008-01-14 22:16)<br />
<br />
Etherdrifter says “that is. Guild rates have yet to be decided but I can assure you that once we have trained squads we will <br />
be more then happy to spill some blood (we are necromancers after all)” (2008-01-14 22:17)<br />
<br />
Etherdrifter scratches out what was carved on the wall. (2008-01-14 22:18)<br />
<br />
Etherdrifter carves something onto the wall. (2008-01-14 22:18)<br />
<br />
Etherdrifter says “\\Still I see your point, exp farming is a pain though one could argue that spirit huts would not exist if <br />
exorcists were not so easily bribable :P” (2008-01-14 22:19)<br />
<br />
Etherdrifter says “Anf if you see a necromancer killing a native for no reason do let me know also. While it is none of my <br />
buisiness what my guild members do outside ritual hours I like to keep a tab on who to send to” (2008-01-14 22:22)<br />
<br />
Etherdrifter says “the front lines as it was. I mean we still need plenty of amulets and heavy swords and the swamps are <br />
rather unplesant. Though I wonder what compensation will be offered to the healers that have” (2008-01-14 22:23)<br />
<br />
Etherdrifter says “been murdered...” (2008-01-14 22:23)<br />
<br />
Wulla-mullung says “(((You spelt 'terrifying' wrong.)))” (2008-01-14 22:26)<br />
<br />
spazoid82 says “Dear Etherdrifter, I want to kill you again, but I don't want to be a griefer. See you around.” (2008-01-14 <br />
22:30)<br />
<br />
Leaky Bocks gertureth rudeth. (2008-01-14 22:38)<br />
<br />
Black Fang gets up, sleepwalking and stands over Etherdrifter... (2008-01-14 22:44)<br />
<br />
Leaky Bocks pokes at the dead bodies with his heavy sword, "Just resting?" (2008-01-14 22:44)<br />
<br />
Black Fang lets go with a stinking yellow stream, shakes off and goes back to his blankets to snore quietly... (2008-01-14 <br />
22:45)<br />
<br />
Nyarlathotep tests an idea (2008-01-14 22:47)<br />
<br />
Leaky Bocks applauds Nyarlathotep's cleverness. (2008-01-14 22:49)<br />
<br />
Etherdrifter says “((Tch I knew I should have taken english instead of maths))” (2008-01-15 00:09)<br />
<br />
Etherdrifter says “*waves his hands and the robes dry quickly though they still smell odd, one wonders if black fang has <br />
succumbed to one of the many UTI's of the jungle*” (2008-01-15 00:11)<br />
<br />
Outter kills trapper. (2008-01-15 00:30)<br />
<br />
Outter says “Naught but death for the necromancers” (2008-01-15 00:30)<br />
<br />
The ghostly voice of Vortex whispers “closes his eyes and hopes not to be sent away” (2008-01-15 00:30)<br />
<br />
Outter scratches out what was carved on the wall. (2008-01-15 00:31)<br />
<br />
Outter carves something onto the wall. (2008-01-15 00:31)<br />
<br />
The ghostly voice of Vortex whispers “what did trapper do?” (2008-01-15 00:31)<br />
<br />
The ghostly voice of Vortex whispers “what about spirits who bargain with people? shouldnt you insult them too whilst your at <br />
it lol” (2008-01-15 00:33)<br />
<br />
Outter scratches out what was carved on the wall. (2008-01-15 00:33)<br />
<br />
Outter carves something onto the wall. (2008-01-15 00:33)<br />
<br />
Outter says “Get out of my head, spirit” (2008-01-15 00:34)<br />
<br />
The ghostly voice of Vortex whispers “i can hear you, you dont have to talk in writting” (2008-01-15 00:34)<br />
<br />
Outter scratches out what was carved on the wall. (2008-01-15 00:34)<br />
<br />
Outter carves something onto the wall. (2008-01-15 00:34)<br />
<br />
Nyarlathotep performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-15 00:35)<br />
<br />
Outter says “yes but typed into the wrong field” (2008-01-15 00:35)<br />
<br />
Nyarlathotep says “HM. I THINK that spirit will be vexxed with me for doing that.” (2008-01-15 00:35)<br />
<br />
Nyarlathotep says “BUT oh well, it was just too tempting.” (2008-01-15 00:36)<br />
<br />
Outter kills Etherdrifter. (2008-01-15 00:36)<br />
<br />
Outter says “Another down, many more to go.” (2008-01-15 00:37)<br />
<br />
Outter says “Cheese steak, your next.” (2008-01-15 00:37)<br />
<br />
Bhaal walks in and looks at the bodies of Ether and trapper and sighs... (2008-01-15 08:12)<br />
<br />
Redturtle says “*walks into the healing hut* Hello my Wiskian neghibours. how be you all.... *Examines the dead bodies*.... <br />
Eric, Ether, Kahuuna, Trapper and Apathist.... intersting. What;s been killing Wiski? is it ” (2008-01-15 08:33)<br />
<br />
Redturtle says “Safe to sleep in this hut?” (2008-01-15 08:33)<br />
<br />
Redturtle says “And allot of you are wounded....” (2008-01-15 08:34)<br />
<br />
Redturtle says “This doesnt look good...” (2008-01-15 08:34)<br />
<br />
Um Bongo says “There is an uprising against the Necromancers and their shamanism views. Basically everyone else in and around <br />
wiksik is fed up and wants the heads of everyone in the guild till it stops” (2008-01-15 08:38)<br />
<br />
Um Bongo performs a successful invocation ritual and summons 1 spirit. (2008-01-15 08:39)<br />
<br />
Um Bongo performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-15 08:39)<br />
<br />
Frodor says “I wish to apologize for killing apathist the shamen, if you can hear me apathist... please come to the weapons <br />
hut and I will give you something to make up for killing you. Thank you.” (2008-01-15 08:46)<br />
<br />
Frodor says “As to the Necromancer's Guild. I hope that the killing has come to an end and we can go back to sorting out those <br />
wicked outsiders!” (2008-01-15 08:48)<br />
<br />
Blue Tortoise says “humlo Wiskar, i com in puthce. ” with a slight accent. (2008-01-15 09:00)<br />
<br />
Redturtle says “Sorry Guys out of Ap, can heal ya no more 2 day :(” (2008-01-15 09:10)<br />
<br />
Rancor Pigskin kills ziggyirked. (2008-01-15 10:14)<br />
<br />
Rancor Pigskin says “Good to see you Necro scum still associate with the murderer, Ziggy. There's no reason to trust you.” <br />
(2008-01-15 10:15)<br />
<br />
wotsit says “Um bongo, when you have a mo come visit that hut.. I think you'll like what I've done to the place. :)” (2008-01-<br />
15 10:35)<br />
<br />
Um Bongo says “Nice to see Ziggy is still trying to kill em at every given opportunity *sigh*” (2008-01-15 12:47)<br />
<br />
Iwashere says “For crimes previously mentioned, the Necromancer's guild is targeted by the free natives revolution. May the <br />
elders have mercy on your soul.” (2008-01-15 14:51)<br />
<br />
Iwashere kills Bhaal. (2008-01-15 14:51)<br />
<br />
Um Bongo performs a successful invocation ritual and summons 1 spirit. (2008-01-15 15:08)<br />
<br />
Um Bongo performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-15 15:08)<br />
<br />
Bruce Lee scratches out what was carved on the wall. (2008-01-15 15:39)<br />
<br />
Bruce Lee makes a few practice scratches on the wall. (2008-01-15 15:39)<br />
<br />
Wicksickness says “cheesesteak, you look like a necroyuck to me” (2008-01-15 16:55)<br />
<br />
Wicksickness kills Cheesesteak. (2008-01-15 16:56)<br />
<br />
Wicksickness says “that's for killing Um Bongo too. Nyuck.” (2008-01-15 16:56)<br />
<br />
Wulla-mullung carves something onto the wall. (2008-01-15 17:36)<br />
<br />
Ghost Dog says “Oi, people, there is a native killing pirate just about 10 squares directly north west of here, you can't miss <br />
it. KEEEEEEEEEEL!” (2008-01-15 18:32)<br />
<br />
Entropy says “Greetings to all of my Wiksik brothers and sisters.” (2008-01-15 19:21)<br />
<br />
The ghostly voice of ziggyirked whispers “This game really isn't as much fun as it used to be...” (2008-01-15 20:05)<br />
<br />
Anthor says “Thank you Tiger Claw, much appreciated!” (2008-01-15 22:31)<br />
<br />
The ghostly voice of Vortex whispers “Hey everyone” (2008-01-16 01:27)<br />
<br />
Wulla-mullung says “Bye.” (2008-01-16 01:29)<br />
<br />
Wulla-mullung performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-16 01:29)<br />
<br />
Blue Tortoise says “Who her nuhed humal?” with a slight accent. (2008-01-16 01:59)<br />
<br />
Wulla-mullung says “Noborr at the munent.” with a slight accent. (2008-01-16 02:11)<br />
<br />
Outter says “It seems someone got to Cheesesteak before me, mores the pity. The necromancer Ziggyirked is down to 20hp, would <br />
someone like to do the honour?” (2008-01-16 05:27)<br />
<br />
Goodaids kills ziggyirked. (2008-01-16 05:30)<br />
<br />
Goodaids says “I'm sorry I have to do this, but if you declare yourself to be a necromancer, then death is all you deserve.” <br />
(2008-01-16 05:32)<br />
<br />
Rancor Pigskin kills Bruce Lee. (2008-01-16 07:22)<br />
<br />
Rancor Pigskin kills trapper. (2008-01-16 07:24)<br />
<br />
Buttercup says “Heya, Goodaids. Yeah, she was an outsider, I didn't notice that when I first looked at her profile. I was just <br />
curious about it, is all. It's all good. :)” (2008-01-16 08:10)<br />
<br />
Wicksickness says “Hello Mr. Entropy!” (2008-01-16 08:10)<br />
<br />
lama says “hi there folks” (2008-01-16 08:11)<br />
<br />
Buttercup says “Are you the Unserious Lama of forum fame?” (2008-01-16 08:15)<br />
<br />
lama lunks at the cuethble withi ingereshur (2008-01-16 08:16)<br />
<br />
lama smiles "In fact this be me, Buttercup" (2008-01-16 08:17)<br />
<br />
Buttercup says “It's good to see familiar faces. It's like a little community here.” (2008-01-16 08:18)<br />
<br />
lama says “A bit. I haven't been here for a long long time... And honestly, I don't like what I see.” (2008-01-16 08:20)<br />
<br />
lama says “and completely ooc, you could visit Shartak IRC channel from time to time :)” (2008-01-16 08:23)<br />
<br />
Buttercup says “How do you get on the Shartak IRC? I don't think I've come across that.” (2008-01-16 08:36)<br />
<br />
lama says “http://wiki.shartak.com/index.php/Knights_of_the_IRC_Channel” (2008-01-16 08:47)<br />
<br />
Eyes of a Hawk says “WOW!!! Six dead bodies??? What happened here?” (2008-01-16 09:17)<br />
<br />
lama performs a successful exorcism ritual and casts 1 spirit outside and away from here. (2008-01-16 11:34)<br />
<br />
The ghostly voice of ziggyirked whispers “Fuck it, I'm leaving” (2008-01-16 11:48)<br />
<br />
<br />
----<br />
<br />
<br />
[[User:Big_Kahuuna/Sandbox|Back to Big Kahuunas notes]]</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Talk:The_Necromancers_Guild&diff=16953Talk:The Necromancers Guild2008-01-04T02:19:52Z<p>Big Kahuuna: GOLD!</p>
<hr />
<div>==Gold==<br />
I have about 150 gold to give to the cause if you need it Ether. Anyone else interested in donating, please add the amount you are ready to offer to the Necromancers as an answer to this thread of reasoning. (I was thinking towards the bounty of Um Bongo for instance). -- [[User:Big Kahuuna|Big Kahuuna]] 02:19, 4 January 2008 (UTC)<br />
<br />
== Amulets ==<br />
<br />
<br />
Silver Skulls were around way before possession, so they dont help with that. I think they make it harder for spirits to damage you, though. So, close! But I may be wrong. I just dont notice losing damage from spirits much with my character with them, or my exorcist for some reason. Odd. --[[User:Rozen|Rozen]] 11:38, 3 December 2007 (UTC) (aka, Rincewind)<br />
<br />
<br />
==Ziggy==<br />
<br />
Ziggyirked should really add something about her executioner status in her character id to prevent more wannabe bountyhunters. Just a thought. -- [[User:Big Kahuuna|Big Kahuuna]] 17:06, 20 December 2007 (UTC)<br />
:Ziggyirked earned a reputation as a pker first and foremost. You don't shake those reputations easily - it might pay for you to find a different executioner. --[[User:Johan Crichton|Johan Crichton]] 20:26, 20 December 2007 (UTC)<br />
::Everyone finds their niche in life. I am not one to judge past sins. Spend enough time in the spiritworld and the line between living and unliving is hair thin. Is it not the perfect way of repention for a killer of unwanting innocents to work in the service of ferrying the wanting souls to the spirit world? -- [[User:Big Kahuuna|Big Kahuuna]] 10:32, 21 December 2007 (UTC)<br />
<br />
==Executioner==<br />
<br />
On another note, executioner is a harsh world for people who perform euthanasia on us Shamans. Maybe ''"Ferryman"'' or ''"Spiritguide"'' would be better names for the servise provider? -- [[User:Big Kahuuna|Big Kahuuna]] 10:35, 21 December 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=File_talk:Posessed.jpg&diff=16851File talk:Posessed.jpg2007-12-24T18:03:45Z<p>Big Kahuuna: </p>
<hr />
<div>Please identify the copyright information on this image. Failure to do so will result in me marking this for deletion. --[[User:Johan Crichton|Johan Crichton]] 20:46, 19 December 2007 (UTC)<br />
::Marked for deletion. --[[User:Johan Crichton|Johan Crichton]] 20:16, 21 December 2007 (UTC)<br />
:::It was a promotional picture, so copirights shouldn't be a problem. Don't have the original picture-link though. -[[User:Big Kahuuna|Big Kahuuna]] 16:07, 23 December 2007 (UTC)<br />
::::Unless you can show the original copyright information allowing reuse here, this image should be deleted.--[[User:Johan Crichton|Johan Crichton]] 21:38, 23 December 2007 (UTC)<br />
:::::Look. I don't know the original copyright information to this picture, but it is one used by all film reviewers, exorcist fanpages and more. I believe it is the official press image and if you read about the copyright laws, they say that press images are free to use indiscriminately. I work as a damn journalist in RL. I should know. Besides, how many of the images in this wiki can seriously show ORIGINAL copyright information. That documentation is, if existant, property of the maker of the picture. In most cases they aren't even existing. Copyright issues are seldom documented, unless you specifically want the papers. You get the copyright automaticly. At least that's the case in the countries I've worked in. Get your facts straight. And keep away from my picture. I have no quarrels with you, except when you took my discussion with etherdrifter personally. Something that is beyond my control. Please don't bring that here. -- [[User:Big Kahuuna|Big Kahuuna]] 18:03, 24 December 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=The_Necromancers_Guild&diff=16828The Necromancers Guild2007-12-23T21:28:34Z<p>Big Kahuuna: Added NAE template. Hope it's allright.</p>
<hr />
<div>{{Clanbox|<br />
clan_name=The Clanpage of: The Necromancers Guild|<br />
official_id=232|<br />
open_to=everyone|<br />
clan_image=|<br />
clan_leaders=The Village Council|<br />
clan_membership=11 active 1 inactive|<br />
clan_goals=To coexist with our spirit kin|<br />
clan_recruit=Any who seek power through death or the dead|<br />
clan_contact=|<br />
sort_as=|<br />
active=yes|<br />
}}<br />
<br />
<br />
== Our Pitch ==<br />
<br />
<br />
A lost soul who is carelessly cast out of every village by those unrelenting exorcists? A shaman craving power and riches? A researcher seeking the secret of shartak's many amulets?<br />
<br />
Then join us in our quest. We are not the black mages we a painted to be! Certainly our arts may involve using spirits to harm the living but we do patch them up afterwards... So we do drive out the local exorcists, think of all those poor spirits that are cast about the ether every day by careless rituals and banishments by these exorcists!<br />
<br />
<br />
{{NativesAgainstExorcism}} <br />
<br />
== Members ==<br />
<br />
Active<br />
<br />
{{profile|9922|Etherdrifter}}<br />
<br />
{{profile|11933|Bruce Lee}}<br />
<br />
{{profile|10631|Silvenlock}}<br />
<br />
{{profile|9762|Eric}}<br />
<br />
{{profile|9232|animejunkie01}}<br />
<br />
{{profile|12540|Drifting Ether}}<br />
<br />
{{profile|12513|DeathToTheNormals}}<br />
<br />
{{profile|7988|Bhaal}}<br />
<br />
{{profile|2952|Ziggyirked}} (Wiksik Executioner)<br />
<br />
{{profile|12867|Vortex}}<br />
<br />
{{profile|10352|Big Kahuuna}}<br />
<br />
Idle<br />
<br />
{{profile|6327|Ajent ghost}}<br />
<br />
== Executioners Needed! ==<br />
<br />
<br />
Currently our first goal is to find people willing to help with our arts, some of us find changing between spirit form and mortal form a little bit difficult. A simple request to your friendly executioner solves this at once. Living to dead as quick as that without giving those pkers the satisfaction and without all the mess of prodding alligators till that get the hint. Admittedly there is no revive system barring the town/wandering shaman but at least its something. So anyone willing to act as an executioner for a particular village? Cutting out the rhetoric it just means killing any guild member that asks you to.<br />
<br />
{{profile|2952|Ziggyirked}} is our wiksik executioner, any member she killed literally asked for it!<br />
<br />
== Amulet Research Team Needed ==<br />
<br />
<br />
Currently we just need people to post up anything they know about charms and what they do. The wiki is very vague and some starting data would be helpful before looking it up in detail. I have started it off with everything on the wiki so far<br />
<br />
Silver Skull Cross - Prevents Possession I think<br />
<br />
Tiger Tooth Amulet - Increases melee weapon attributes.</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox&diff=16825User:Big Kahuuna/Sandbox2007-12-23T16:19:36Z<p>Big Kahuuna: grammar</p>
<hr />
<div><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna]</div><br />
<center>''Founder of [[the Wiksik Tribe]]''</center><br />
{{:User:Big_Kahuuna/Tabhead}}<br />
{{:User:Big_Kahuuna/Tab0|[[User:Big_Kahuuna|In Body]]}}<br />
{{:User:Big_Kahuuna/Tab0|[[User:Big_Kahuuna/Spirit|In Spirit]]}}<br />
{{:User:Big_Kahuuna/Tab0|[[User_Talk:Big_Kahuuna|Contact]]}}<br />
{{:User:Big_Kahuuna/Tab1|Notes/Beliefs}}<br />
<br />
|-<br />
| valign="top" colspan=7 style="border-left:3px solid #808080; border-bottom:3px solid #808080;"| <br />
<br />
<br><br />
__NOTOC__<br />
=<span style="font-variant:small-caps">Gathered Wisdoms</span>=<br />
:''This is Big Kahuunas collected wisdoms and shant be edited nor deleted. It may seem like random jibberish to others, but in here are the secrets of the earth, heavens and the whispering winds.''<br />
----<br />
<br />
===Spirit hut carvings===<br />
*Spirit Hut - A hut for healing: Sheath your weapons!" and “Exorcisms aren't abided in here!" Below it, in faintly glowing letters, it reads "Spirits - Welcome! Your wails enables us to grow!<br />
<br />
*Spirit Hut." Under it somone has hung several tribal charms. A small sign says: "Mortals and spirits alike - Welcome! Here we can heal your mortal wounds or listen to your imortal wails.<br />
<br />
*Max: 200 char<br />
<br />
<br />
| style="background:#C0C0C0; border-right:3px solid #808080; border-bottom:3px solid #808080; border-top:3px solid #808080" valign="top" width="25%"|<br />
<br />
=<span style="font-variant:small-caps">Beliefs</span>=<br />
<br />
{{IdentifyFriendOrFoe|float=left}}<br />
{{NativesAgainstExorcism|float=left}}<br />
{{flagbox|#191970|Posessed.jpg|Need neither old nor young priest|This user doesn't mind if friendly spirits posesses him. As long as they behave.}}<br />
<br />
[[The_Necromancers_Guild|The Necromancers Guild]]<br />
<br />
<br />
<br />
<br />
|}</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User_talk:Johan_Crichton&diff=16824User talk:Johan Crichton2007-12-23T16:17:56Z<p>Big Kahuuna: /* Declaring war? */ edited for understandability</p>
<hr />
<div>==Most Valuable Shaman-Updater==<br />
You deserve an award for your continuous updating of the various roaming shaman. However, i don't know how this works. but yeah, you deserve an award! -[[User:Elegost|Elegost]] 09:33, 11 June 2007 (UTC)<br />
<br />
Some kind of Forum Template user thing...like those boxes you used to make, Ele, if you know what i mean. One that says 'This user is a Shaman Watcher, and deserves a medal' with a picture of a...err...medal. Yeah. --[[User:Rozen|Rozen]] 10:59, 11 June 2007 (UTC)<br />
<br />
Is that Vin Diesel with some WoW Shaman pants and a priest staff I see? --[[User:Wulla-mullung|Wulla-mullung]] 02:26, 16 June 2007 (UTC)<br />
<br />
shhh! don't spread it around. hehe yeah, its Vin Diesel. I went image searching for video game shamans. and he popped out, and i was like.. cool, that'll work. Seriously, i love the pic. i edited it for the template though. it was more like a promotional poster. here's the link to the orig pic. [[http://www.igloolounge.net/pictures/dec05/vindiesel_shaman.jpg]] -[[User:Elegost|Elegost]] 14:07, 16 June 2007 (UTC)<br />
<br />
Thanks for the award! --[[User:Johan Crichton|Johan Crichton]] 00:41, 19 June 2007 (UTC)<br />
<br />
==Declaring war?==<br />
I don't quite follow? What is this war you talk of? I believe that you have come to some sort of missunderstanding. --[[User:Big Kahuuna|Big Kahuuna]] 10:21, 21 December 2007 (UTC)<br />
:Never mind. I see what you where refering too. It is not war we are looking for. It's merely defense. The necromancers way is a hard one, not all see things our way. Also I believe Etherdrifter was aiming at ways we can sell the idea of living with the spirits to other natives. If we can show that it grants imense power to help the natives, then maybe more would see things our way. -- [[User:Big Kahuuna|Big Kahuuna]] 10:25, 21 December 2007 (UTC)<br />
::I think the problem you have is that your "living with the spirits" equals "xp farming with spirits" to a lot of players - it's distasteful to them, and something you're unlikely to change anyone's views on. Having one of your group threaten '''Once we can hold wiksik's we may set up posts in the other 2 native villages as with malevolance, 4 spirits and 2 shaman can wipe out everyone in a building.''' isn't going to help. --[[User:Johan Crichton|Johan Crichton]] 20:04, 21 December 2007 (UTC)<br />
:::I can see how you'd come to this conclusion if this was written on '''your''' talkpage or '''your''' group page but now, as it happens, this is written on '''my''' talkpage as part of a discussion between a groupmate and me. I fail to see how anyone can see this as thretening somone. That would be equal to calling somone a playerkiller for calculatin how many rifle shots it takes to take one player down. On another not, the image I uploaded taht you marked for deletion. I've commented on that on the image's talkpage. I had frogotten to put it on watch so sorry for taking 4 days to notice. -- [[User:Big Kahuuna|Big Kahuuna]] 16:17, 23 December 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User_talk:Johan_Crichton&diff=16823User talk:Johan Crichton2007-12-23T16:17:08Z<p>Big Kahuuna: /* Declaring war? */ answer</p>
<hr />
<div>==Most Valuable Shaman-Updater==<br />
You deserve an award for your continuous updating of the various roaming shaman. However, i don't know how this works. but yeah, you deserve an award! -[[User:Elegost|Elegost]] 09:33, 11 June 2007 (UTC)<br />
<br />
Some kind of Forum Template user thing...like those boxes you used to make, Ele, if you know what i mean. One that says 'This user is a Shaman Watcher, and deserves a medal' with a picture of a...err...medal. Yeah. --[[User:Rozen|Rozen]] 10:59, 11 June 2007 (UTC)<br />
<br />
Is that Vin Diesel with some WoW Shaman pants and a priest staff I see? --[[User:Wulla-mullung|Wulla-mullung]] 02:26, 16 June 2007 (UTC)<br />
<br />
shhh! don't spread it around. hehe yeah, its Vin Diesel. I went image searching for video game shamans. and he popped out, and i was like.. cool, that'll work. Seriously, i love the pic. i edited it for the template though. it was more like a promotional poster. here's the link to the orig pic. [[http://www.igloolounge.net/pictures/dec05/vindiesel_shaman.jpg]] -[[User:Elegost|Elegost]] 14:07, 16 June 2007 (UTC)<br />
<br />
Thanks for the award! --[[User:Johan Crichton|Johan Crichton]] 00:41, 19 June 2007 (UTC)<br />
<br />
==Declaring war?==<br />
I don't quite follow? What is this war you talk of? I believe that you have come to some sort of missunderstanding. --[[User:Big Kahuuna|Big Kahuuna]] 10:21, 21 December 2007 (UTC)<br />
:Never mind. I see what you where refering too. It is not war we are looking for. It's merely defense. The necromancers way is a hard one, not all see things our way. Also I believe Etherdrifter was aiming at ways we can sell the idea of living with the spirits to other natives. If we can show that it grants imense power to help the natives, then maybe more would see things our way. -- [[User:Big Kahuuna|Big Kahuuna]] 10:25, 21 December 2007 (UTC)<br />
::I think the problem you have is that your "living with the spirits" equals "xp farming with spirits" to a lot of players - it's distasteful to them, and something you're unlikely to change anyone's views on. Having one of your group threaten '''Once we can hold wiksik's we may set up posts in the other 2 native villages as with malevolance, 4 spirits and 2 shaman can wipe out everyone in a building.''' isn't going to help. --[[User:Johan Crichton|Johan Crichton]] 20:04, 21 December 2007 (UTC)<br />
:::I can see how you'd come to this conclusion on '''your''' talkpage or '''your''' group page but now, as it happens, this is written on '''my''' talkpage as part of a discussion between a groupmate and me. I fail to see how anyone can see this as thretening somone. That would be equal to calling somone a playerkiller for calculatin how many rifle shots it takes to take one player down. On another not, the image I uploaded taht you marked for deletion. I've commented on that on the image's talkpage. I had frogotten to put it on watch so sorry for taking 4 days to notice. -- [[User:Big Kahuuna|Big Kahuuna]] 16:17, 23 December 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=File_talk:Posessed.jpg&diff=16821File talk:Posessed.jpg2007-12-23T16:07:42Z<p>Big Kahuuna: </p>
<hr />
<div>Please identify the copyright information on this image. Failure to do so will result in me marking this for deletion. --[[User:Johan Crichton|Johan Crichton]] 20:46, 19 December 2007 (UTC)<br />
::Marked for deletion. --[[User:Johan Crichton|Johan Crichton]] 20:16, 21 December 2007 (UTC)<br />
:::It was a promotional picture, so copirights shouldn't be a problem. Don't have the original picture-link though. -[[User:Big Kahuuna|Big Kahuuna]] 16:07, 23 December 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Talk:The_Necromancers_Guild&diff=16768Talk:The Necromancers Guild2007-12-21T10:35:13Z<p>Big Kahuuna: Namechange?</p>
<hr />
<div>== Amulets ==<br />
<br />
<br />
Silver Skulls were around way before possession, so they dont help with that. I think they make it harder for spirits to damage you, though. So, close! But I may be wrong. I just dont notice losing damage from spirits much with my character with them, or my exorcist for some reason. Odd. --[[User:Rozen|Rozen]] 11:38, 3 December 2007 (UTC) (aka, Rincewind)<br />
<br />
<br />
==Ziggy==<br />
<br />
Ziggyirked should really add something about her executioner status in her character id to prevent more wannabe bountyhunters. Just a thought. -- [[User:Big Kahuuna|Big Kahuuna]] 17:06, 20 December 2007 (UTC)<br />
:Ziggyirked earned a reputation as a pker first and foremost. You don't shake those reputations easily - it might pay for you to find a different executioner. --[[User:Johan Crichton|Johan Crichton]] 20:26, 20 December 2007 (UTC)<br />
::Everyone finds their niche in life. I am not one to judge past sins. Spend enough time in the spiritworld and the line between living and unliving is hair thin. Is it not the perfect way of repention for a killer of unwanting innocents to work in the service of ferrying the wanting souls to the spirit world? -- [[User:Big Kahuuna|Big Kahuuna]] 10:32, 21 December 2007 (UTC)<br />
<br />
==Executioner==<br />
<br />
On another note, executioner is a harsh world for people who perform euthanasia on us Shamans. Maybe ''"Ferryman"'' or ''"Spiritguide"'' would be better names for the servise provider? -- [[User:Big Kahuuna|Big Kahuuna]] 10:35, 21 December 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Talk:The_Necromancers_Guild&diff=16767Talk:The Necromancers Guild2007-12-21T10:32:57Z<p>Big Kahuuna: /* Ziggy */ Answer to Johan C</p>
<hr />
<div>== Amulets ==<br />
<br />
<br />
Silver Skulls were around way before possession, so they dont help with that. I think they make it harder for spirits to damage you, though. So, close! But I may be wrong. I just dont notice losing damage from spirits much with my character with them, or my exorcist for some reason. Odd. --[[User:Rozen|Rozen]] 11:38, 3 December 2007 (UTC) (aka, Rincewind)<br />
<br />
<br />
==Ziggy==<br />
<br />
Ziggyirked should really add something about her executioner status in her character id to prevent more wannabe bountyhunters. Just a thought. -- [[User:Big Kahuuna|Big Kahuuna]] 17:06, 20 December 2007 (UTC)<br />
:Ziggyirked earned a reputation as a pker first and foremost. You don't shake those reputations easily - it might pay for you to find a different executioner. --[[User:Johan Crichton|Johan Crichton]] 20:26, 20 December 2007 (UTC)<br />
::Everyone finds their niche in life. I am not one to judge past sins. Spend enough time in the spiritworld and the line between living and unliving is hair thin. Is it not the perfect way of repention for a killer of unwanting innocents to work in the service of ferrying the wanting souls to the spirit world? -- [[User:Big Kahuuna|Big Kahuuna]] 10:32, 21 December 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User_talk:Johan_Crichton&diff=16766User talk:Johan Crichton2007-12-21T10:25:59Z<p>Big Kahuuna: /* Declaring war? */</p>
<hr />
<div>==Most Valuable Shaman-Updater==<br />
You deserve an award for your continuous updating of the various roaming shaman. However, i don't know how this works. but yeah, you deserve an award! -[[User:Elegost|Elegost]] 09:33, 11 June 2007 (UTC)<br />
<br />
Some kind of Forum Template user thing...like those boxes you used to make, Ele, if you know what i mean. One that says 'This user is a Shaman Watcher, and deserves a medal' with a picture of a...err...medal. Yeah. --[[User:Rozen|Rozen]] 10:59, 11 June 2007 (UTC)<br />
<br />
Is that Vin Diesel with some WoW Shaman pants and a priest staff I see? --[[User:Wulla-mullung|Wulla-mullung]] 02:26, 16 June 2007 (UTC)<br />
<br />
shhh! don't spread it around. hehe yeah, its Vin Diesel. I went image searching for video game shamans. and he popped out, and i was like.. cool, that'll work. Seriously, i love the pic. i edited it for the template though. it was more like a promotional poster. here's the link to the orig pic. [[http://www.igloolounge.net/pictures/dec05/vindiesel_shaman.jpg]] -[[User:Elegost|Elegost]] 14:07, 16 June 2007 (UTC)<br />
<br />
Thanks for the award! --[[User:Johan Crichton|Johan Crichton]] 00:41, 19 June 2007 (UTC)<br />
<br />
==Declaring war?==<br />
I don't quite follow? What is this war you talk of? I believe that you have come to some sort of missunderstanding. --[[User:Big Kahuuna|Big Kahuuna]] 10:21, 21 December 2007 (UTC)<br />
:Never mind. I see what you where refering too. It is not war we are looking for. It's merely defense. The necromancers way is a hard one, not all see things our way. Also I believe Etherdrifter was aiming at ways we can sell the idea of living with the spirits to other natives. If we can show that it grants imense power to help the natives, then maybe more would see things our way. -- [[User:Big Kahuuna|Big Kahuuna]] 10:25, 21 December 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User_talk:Johan_Crichton&diff=16765User talk:Johan Crichton2007-12-21T10:21:11Z<p>Big Kahuuna: what's up with this war you speak of?</p>
<hr />
<div>==Most Valuable Shaman-Updater==<br />
You deserve an award for your continuous updating of the various roaming shaman. However, i don't know how this works. but yeah, you deserve an award! -[[User:Elegost|Elegost]] 09:33, 11 June 2007 (UTC)<br />
<br />
Some kind of Forum Template user thing...like those boxes you used to make, Ele, if you know what i mean. One that says 'This user is a Shaman Watcher, and deserves a medal' with a picture of a...err...medal. Yeah. --[[User:Rozen|Rozen]] 10:59, 11 June 2007 (UTC)<br />
<br />
Is that Vin Diesel with some WoW Shaman pants and a priest staff I see? --[[User:Wulla-mullung|Wulla-mullung]] 02:26, 16 June 2007 (UTC)<br />
<br />
shhh! don't spread it around. hehe yeah, its Vin Diesel. I went image searching for video game shamans. and he popped out, and i was like.. cool, that'll work. Seriously, i love the pic. i edited it for the template though. it was more like a promotional poster. here's the link to the orig pic. [[http://www.igloolounge.net/pictures/dec05/vindiesel_shaman.jpg]] -[[User:Elegost|Elegost]] 14:07, 16 June 2007 (UTC)<br />
<br />
Thanks for the award! --[[User:Johan Crichton|Johan Crichton]] 00:41, 19 June 2007 (UTC)<br />
<br />
==Declaring war?==<br />
I don't quite follow? What is this war you talk of? I believe that you have come to some sort of missunderstanding. --[[User:Big Kahuuna|Big Kahuuna]] 10:21, 21 December 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Wiksik&diff=16756Wiksik2007-12-20T17:10:56Z<p>Big Kahuuna: Added tribe to list.</p>
<hr />
<div>{{Infobox Home|<br />
| image = satellite_wiksik.png<br />
| cx = -70239<br />
| cy = 26405<br />
| type = Native<br />
| huts = 21<br />
| shaman = Tapran<br />
| shaman_gps = [-70.239,+26.405]<br />
| shaman_loc = (08,08)<br />
| trader = Toe<br />
| trader_gps = [-70.235,+26.405]<br />
| trader_loc = (12,08)<br />
| ammo_gps = [-70.239,+26.411]<br />
| ammo_loc = (08,02)<br />
| medical_gps = [-70.240,+26.410]<br />
| medical_loc = (07,03)<br />
}}<br />
<br />
'''Wiksik''' is one of the three native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing.<br />
<br />
A [[shaman]] named Tapran keeps watch in the center of the clearing.<br />
<br />
== Map ==<br />
{| cellpadding="8" cellspacing="1" style="background-color: #e0e0e0" |<br />
| colspan="15" bgcolor="#f9f9f9" | '''The Village of Wiksik - Territory Map'''<br />
|-<br />
| bgcolor=#33c033|01<br />
| bgcolor=#33c033|02<br />
| bgcolor=#33c033|03<br />
| bgcolor=#33c033|04<br />
| bgcolor=#33c033|05<br />
| bgcolor=#33c033|06<br />
| bgcolor=#33c033|07<br />
| bgcolor=#33c033|08<br />
| bgcolor=#33c033|09<br />
| bgcolor=#33c033|10<br />
| bgcolor=#33c033|11<br />
| bgcolor=#33c033|12<br />
| bgcolor=#33c033|13<br />
| bgcolor=#33c033|14<br />
| bgcolor=#33c033|15<br />
|-<br />
| bgcolor=#33c033|02<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|'''A'''<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|03<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|'''M'''<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|04<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|05<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|06<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|07<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|08<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|'''S'''<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|'''T'''<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|09<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|10<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|11<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<sup>2</sup><br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|H<sup>2</sup><br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|12<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|H<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|13<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|14<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#aa8866|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| bgcolor=#33c033|15<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
| bgcolor=#33c033|<br />
|-<br />
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''<br />
|-<br />
| bgcolor=#33c033|<br />
| colspan=14 bgcolor=#f9f9f9 | Unincorporated ("Jungle")<br />
|-<br />
| bgcolor=#aa8866|<br />
| colspan=14 bgcolor=#f9f9f9 | Village territory ("Wiksik")<br />
|-<br />
| bgcolor=#aa8866|H<br />
| colspan=14 bgcolor=#f9f9f9 | Hut<br />
|-<br />
| bgcolor=#aa8866|'''S'''<br />
| colspan=14 bgcolor=#f9f9f9 | Shaman<br />
|-<br />
| bgcolor=#aa8866|'''T'''<br />
| colspan=14 bgcolor=#f9f9f9 | Trading post<br />
|-<br />
| bgcolor=#aa8866|'''A'''<br />
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut<br />
|-<br />
| bgcolor=#aa8866|'''M'''<br />
| colspan=14 bgcolor=#f9f9f9 | Medical hut<br />
|}<br />
<br />
Notes:<br />
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as "Wiksik" on the game map, while jungle squares will be displayed as "Jungle".<br />
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.<br />
<br />
==Groups Operating in Wiksik==<br />
There are currently several groups in Wiksik currently.<br />
<br />
*[[Native Resistance Front]]<br />
*[[The WickSick Headhunters]]<br />
*[[Healers of Shartak]]<br />
*[[The_Wiksik_Tribe|The Wiksik Tribe]]<br />
<br />
==Wiksik Pkers==<br />
<br />
On the [[Wiksik PKers]] list you can find almost all local player killers (mostly reffered to as PKers) - in other words, people who kill others from the same camp.<br />
<br />
{{Locationsnav}}<br />
[[Category:Locations]]</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=Talk:The_Necromancers_Guild&diff=16755Talk:The Necromancers Guild2007-12-20T17:06:05Z<p>Big Kahuuna: About Ziggy</p>
<hr />
<div>== Amulets ==<br />
<br />
<br />
Silver Skulls were around way before possession, so they dont help with that. I think they make it harder for spirits to damage you, though. So, close! But I may be wrong. I just dont notice losing damage from spirits much with my character with them, or my exorcist for some reason. Odd. --[[User:Rozen|Rozen]] 11:38, 3 December 2007 (UTC) (aka, Rincewind)<br />
<br />
<br />
==Ziggy==<br />
<br />
Ziggyirked should really add something about her executioner status in her character id to prevent more wannabe bountyhunters. Just a thought. -- [[User:Big Kahuuna|Big Kahuuna]] 17:06, 20 December 2007 (UTC)</div>Big Kahuunahttps://wiki.shartak.com/index.php?title=User:Big_Kahuuna/Sandbox&diff=16747User:Big Kahuuna/Sandbox2007-12-19T16:15:16Z<p>Big Kahuuna: ...</p>
<hr />
<div><div class="firstHeading" style="font-size: 188%; padding-top: 0.5em; padding-bottom: 0.17em; text-align: center; float: left; position: absolute; left: 0.5em; top: 0%; width: 98%; background-color: #FFFFFF">The [http://www.shartak.com/profile.cgi?id=10352 Big Kahuuna]</div><br />
<center>''Founder of [[the Wiksik Tribe]]''</center><br />
{{:User:Big_Kahuuna/Tabhead}}<br />
{{:User:Big_Kahuuna/Tab0|[[User:Big_Kahuuna|In Body]]}}<br />
{{:User:Big_Kahuuna/Tab0|[[User:Big_Kahuuna/Spirit|In Spirit]]}}<br />
{{:User:Big_Kahuuna/Tab0|[[User_Talk:Big_Kahuuna|Contact]]}}<br />
{{:User:Big_Kahuuna/Tab1|Notes/Beliefs}}<br />
<br />
|-<br />
| valign="top" colspan=7 style="border-left:3px solid #808080; border-bottom:3px solid #808080;"| <br />
<br />
<br><br />
__NOTOC__<br />
=<span style="font-variant:small-caps">Gathered Wisdoms</span>=<br />
:''This is Big Kahuunas collected wisdoms and shant not be edited or deleted. It may seem like random jibberish to others, but in here are the secrets of the earth, heavens and the whispering winds.''<br />
----<br />
<br />
===Spirit hut carvings===<br />
*Spirit Hut - A hut for healing: Sheath your weapons!" and “Exorcisms aren't abided in here!" Below it, in faintly glowing letters, it reads "Spirits - Welcome! Your wails enables us to grow!<br />
<br />
*Spirit Hut." Under it somone has hung several tribal charms. A small sign says: "Mortals and spirits alike - Welcome! Here we can heal your mortal wounds or listen to your imortal wails.<br />
<br />
*Max: 200 char<br />
<br />
<br />
| style="background:#C0C0C0; border-right:3px solid #808080; border-bottom:3px solid #808080; border-top:3px solid #808080" valign="top" width="25%"|<br />
<br />
=<span style="font-variant:small-caps">Beliefs</span>=<br />
<br />
{{IdentifyFriendOrFoe|float=left}}<br />
{{NativesAgainstExorcism|float=left}}<br />
{{flagbox|#191970|Posessed.jpg|Need neither old nor young priest|This user doesn't mind if friendly spirits posesses him. As long as they behave.}}<br />
<br />
[[The_Necromancers_Guild|The Necromancers Guild]]<br />
<br />
<br />
<br />
<br />
|}</div>Big Kahuuna