https://wiki.shartak.com/api.php?action=feedcontributions&user=Grigoriy&feedformat=atomThe Shartak Wiki - User contributions [en]2024-03-28T15:18:12ZUser contributionsMediaWiki 1.33.0https://wiki.shartak.com/index.php?title=The_Holy_Mission&diff=13442The Holy Mission2007-03-31T04:28:21Z<p>Grigoriy: /* : */</p>
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<div>{{Clanbox|<br />
clan_name=The Holy Mission|<br />
official_id=26|<br />
open_to=outsiders|<br />
clan_image=[[Image:Evangelizacion.jpg]]|<br />
clan_leaders=Father Bob Nowak|<br />
clan_membership=5|<br />
clan_goals=Spread the word of Christ. By fire and sword, if necessary.|<br />
clan_recruit=Must love the Lord and hate the devil. Must have all it takes to build God's church in Shartak|<br />
clan_contact=Join NOW and save the world!|<br />
sort_as=Holy Mission, The|<br />
}}<br />
<br />
The Pope calls you to reclaim the island Shartak from filthy hands of devil-worshipping savages and give it back to its TRUE owner - the Lord.<br />
<br />
Young zealots and true believers - enlist here and please the Lord by ki.. I mean converting these poor pagan souls into the One True faith, and giving a helping hand to build a glorious church in Shartak.<br />
<br />
<br />
==News==<br />
The sickening decay of HERESY has reached the island! Beware...<br />
<br />
<br />
==The First Crusade in Shartak==<br />
[[Image:Crusade2.jpg]]<br><br />
Yesterday the Lord Himself spoke to me, and He said "Smite My enemies without mercy. Thou shalt reclaim this land that's rightfully Mine, thou shalt make native blood flow in rivers. No other god shalt be before Me in the village of Wiksik".<br />
<br />
As a traveller and missionary, on my own eyes I have seen the horrible atrocities that are taking place there - death, depravity and sodomy in broad light of day - ritualistic murders, rape, things beyond imagination of a God-fearing decent man. Demonic practices are part of everyday lives of these savages - they give worship to Satan himself! <br />
They build temples to him, made entirely of gold! Gold is everywhere - these natives are wearing it on their bodies in form of rings, armbans and jewel-incrusted necklaces, and each hut is no doubt filled to the roof with it. But they won't share it, they're evil and greedy...<br />
<br />
These Wiksik savages are dangerous and evil, and for the good of Shartak and every decent person on they need to be cleansed, in the name and glory of God!<br />
<br />
<br />
This holy and noble cause needs soldiers! We must purge the village of Wiksik from evil savages! Join while you still have the chance to share the glory. <br><br />
And gold.<br />
<br />
===Time and place===<br />
Interested individuals should gather on the lake north-west of Wiksik '''Sunday, March 18th'''. Once at least 15 brave souls show up, the party will head for the village. Should too few come... well, the island will probably become savages' dominion and everyone on it will burn in hell for all eternity.<br />
<br />
<br />
To confirm your involvement, sign up below. Groups and clans are also welcome.<br />
<br />
===:===<br />
[[User:Bob Nowak|Bob Nowak]]<br><br />
[[User:Slay|Slay]]<br><br />
[[User:Father Esteban|Father Esteban]]<br><br />
[[User:Catalina|Catalina]]<br><br />
[[User:Seals|Seals]]<br><br />
[[User:Balmoor|Balmoor]]<br><br />
[[User:Brother-Captain Theo|Brother-Captain Theos]]<br></div>Grigoriyhttps://wiki.shartak.com/index.php?title=Da_Waaagh!&diff=11724Da Waaagh!2006-12-31T02:18:41Z<p>Grigoriy: </p>
<hr />
<div>{{Clanbox|<br />
clan_name=Da Waaagh!|<br />
official_id=113|<br />
open_to=natives|<br />
clan_image=http://img291.imageshack.us/img291/8832/orkvignetteno5.jpg|<br />
clan_leaders=Warboss Grimteef|<br />
clan_membership=Not Enuff!|<br />
clan_goals=To kill all da outsidas!|<br />
clan_recruit=Just join up an' get ta killin'!|<br />
clan_contact=|<br />
sort_as=|<br />
}}</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Da_Waaagh!&diff=11723Da Waaagh!2006-12-31T02:10:59Z<p>Grigoriy: </p>
<hr />
<div>{{Clanbox|<br />
clan_name=Da Waaagh!|<br />
official_id=113|<br />
open_to=natives|<br />
clan_image=http://img291.imageshack.us/img291/8832/orkvignetteno5.jpg|<br />
clan_leaders=Warboss Grimteef|<br />
clan_membership=Not Enuff!|<br />
clan_goals=To kill all da outsidas!|<br />
clan_recruit=Just join up an fight!|<br />
clan_contact=|<br />
sort_as=|<br />
}}</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Da_Waaagh!&diff=11721Da Waaagh!2006-12-31T02:10:31Z<p>Grigoriy: Da WAAAGH moved to Da Waaagh!</p>
<hr />
<div>{{Clanbox|<br />
clan_name=Da WAAAAAAGH|<br />
official_id=113|<br />
open_to=natives|<br />
clan_image=http://img291.imageshack.us/img291/8832/orkvignetteno5.jpg|<br />
clan_leaders=Warboss Grimteef|<br />
clan_membership=Not Enuff!|<br />
clan_goals=To kill all da outsidas!|<br />
clan_recruit=Just join up an fight!|<br />
clan_contact=|<br />
sort_as=|<br />
}}</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Da_WAAAGH&diff=11722Da WAAAGH2006-12-31T02:10:31Z<p>Grigoriy: Da WAAAGH moved to Da Waaagh!</p>
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<div>#REDIRECT [[Da Waaagh!]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Da_Waaagh!&diff=11719Da Waaagh!2006-12-31T02:07:25Z<p>Grigoriy: Da WAAAAAAGH moved to Da WAAAGH: Too many of dem letters</p>
<hr />
<div>{{Clanbox|<br />
clan_name=Da WAAAAAAGH|<br />
official_id=113|<br />
open_to=natives|<br />
clan_image=http://img291.imageshack.us/img291/8832/orkvignetteno5.jpg|<br />
clan_leaders=Warboss Grimteef|<br />
clan_membership=Not Enuff!|<br />
clan_goals=To kill all da outsidas!|<br />
clan_recruit=Just join up an fight!|<br />
clan_contact=|<br />
sort_as=|<br />
}}</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Da_WAAAAAAGH&diff=11720Da WAAAAAAGH2006-12-31T02:07:25Z<p>Grigoriy: Da WAAAAAAGH moved to Da WAAAGH: Too many of dem letters</p>
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<div>#REDIRECT [[Da WAAAGH]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Items&diff=11702Items2006-12-28T20:51:35Z<p>Grigoriy: /* Gold coin */</p>
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<div><div style="float: right; margin: 0 0 10px 10px">__TOC__</div><br />
Various '''items''' are scattered on the island and can be carried in a player's [[inventory]]. All items can be found by searching in the appropriate places; some tend to be found more in huts and villages, while others are more likely to be found in the jungle. All items can be [[Trading|traded]] to [[trader]]s for what they have in stock.<br />
<br />
Most items are used for cost of 1 AP by clicking on them in the inventory. Clicking on items which are only useful in battle or trade will give you a short description of the item, at no cost of AP.<br />
<br />
For more information, see [[Talk:Items]].<br />
<br />
== Melee weapons ==<br />
<br />
The default weapon, the punch, deals 1 point of base damage at 10% base accuracy.<br />
<br />
There is a very low chance of a weapon dealing additional damage during combat. "Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal. You attack [the target] for 5 damage." There is also a very low chance of a weapon breaking during combat, which causes you to lose that weapon. "Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard." The odds that a weapon will break on a given swing appear to be about 0.1%, and the odds of dealing extra damage look to be the same; see [[Special weapon event odds]] for more information.<br />
<br />
<br />
<br clear="all" /><br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"<br />
|-bgcolor="#ccc"<br />
!colspan="6"|Melee Weapons<br />
|-bgcolor="#ddd"<br />
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes<br />
<br />
|-valign="top"<br />
|Knife<br />
|align="right"|1<br />
|align="right"|20%<br />
|align="right"|$80<br />
|Camps<br />
|Required for [[Writing|writing messages]] on trees or huts.<br />
<br />
|-valign="top"<br />
|Dagger<br />
|align="right"|1<br />
|align="right"|20%<br />
|align="right"|$80<br />
|Ruins<br />
|Required for [[Writing|writing messages]] on trees or huts.<br />
<br />
|-valign="top"<br />
|Machete<br />
|align="right"|2<br />
|align="right"|20%<br />
|align="right"|$100<br />
|Jungle<br />
|Breakable. Required for chopping through the jungle. Can become a blunt machete when you chop vegetation; see [[Special weapon event odds]].<br />
<br />
|-valign="top"<br />
|Blunt&nbsp;machete<br />
|align="right"|1<br />
|align="right"|20%<br />
|align="right"|$70<br />
|Camps, Jungle<br />
|Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a machete.<br />
<br />
|-valign="top"<br />
|Cutlass<br />
|align="right"|2<br />
|align="right"|20%<br />
|align="right"|$120<br />
|Ship<br />
|Breakable. Required for chopping through the jungle. Can become a blunt cutlass when you chop vegetation; see [[Special weapon event odds]].<br />
<br />
|-valign="top"<br />
|Blunt&nbsp;cutlass<br />
|align="right"|1<br />
|align="right"|20%<br />
|align="right"|$80<br />
|Ship<br />
|Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a cutlass.<br />
<br />
|-valign="top"<br />
|Heavy&nbsp;sword<br />
|align="right"|4<br />
|align="right"|20%<br />
|align="right"|$5000<br />
|Jungle&nbsp;(?)<br />
|''Extremely'' rare; only a few are rumored to exist.<br />
<br />
|}<br />
<br />
== Ranged weapons and ammunition ==<br />
Unlike melee weapons, ranged weapons rely on ammunition. If a ranged weapon is not loaded, the character will not be able to attack with it. Reloading is accomplished for 1 [[AP]] by clicking on name of the ammunition associated with weapon in the inventory list.<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"<br />
|-bgcolor="#ccc"<br />
!colspan="6"|Ranged Weapons<br />
|-bgcolor="#ddd"<br />
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes<br />
<br />
|-valign="top"<br />
|Rifle<br />
|align="right"|5<br />
|align="right"|20%<br />
|align="right"|$300<br />
|Outsider ammunition huts, Outsider camps<br />
|Needs ammo (rifle bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). ''('''Outsiders only'''; natives require ''[[outsider knowledge]]'' to use.)''<br />
<br />
|-valign="top"<br />
|Blowpipe<br />
|align="right"|4+<br />
|align="right"|20%<br />
|align="right"|$300<br />
|Native ammunition huts, Native camps<br />
|Needs ammo (poison darts). Holds 1 dart at a time. Requires 2 inventory spaces (whether loaded or empty). ''('''Natives only'''; outsiders require ''[[native knowledge]]'' to use.)''. Initially inflicts 4 HP of damage for 4 XP. Animals take a further 2 HP of damage immediately from poison, while human targets incur 1 HP of damage on each of their next four actions. No XP is gained from poison damage.<br />
<br />
|}<br />
<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"<br />
|-bgcolor="#ccc"<br />
!colspan="4"|Ammunition<br />
|-bgcolor="#ddd"<br />
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes<br />
<br />
|-valign="top"<br />
|Rifle bullet<br />
|align="right"|$15<br />
|Outsider ammunition huts, Outsider camps''<br />
|Used as ammo for rifles (which hold 2 bullets each). Found as singles or in boxes with up to 9 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. ''('''Outsiders only'''; natives require ''[[outsider knowledge]]'' to use.)''<br />
<br />
|-valign="top"<br />
|Poison dart<br />
|align="right"|$10<br />
|Native ammunition huts, Native camps''<br />
|Used as ammo for blowpipes (which hold 1 dart each). Found as singles or in bundles with up to 9 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. ''('''Natives only'''; outsiders require ''[[native knowledge]]'' to use.)''<br />
<br />
|}<br />
<br />
== Consumables ==<br />
<br />
Using a consumable item takes 1 AP and removes the item from your inventory. XP is also gained equal to the HP restored or removed by the item.<br> <br />
Fruits and drinks may only be used on yourself. First aid kits and healing herbs may also be used to heal [[animals]] and other characters (including [[NPC]] [[trader]]s and [[shaman]]s). Attempting to use one on someone with full health uses no AP and does not waste the item; instead, you will see that "''Player'' is already at full health."<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"<br />
|-bgcolor="#ccc"<br />
!colspan="6"|Consumables<br />
|-bgcolor="#ddd"<br />
!Name !! Restores!! [[Trading#Trading_Hut_Prices|Normal trade value]] !! Price per 1HP healed !! [[Locations]] !! Notes<br />
<br />
|-valign="top"<br />
|Banana<br />
|align="right"|1 HP<br />
|align="right"|$40<br />
|align="right"|$40<br />
|banana tree, loose in jungle<br />
|<br />
<br />
|-valign="top"<br />
|Mango<br />
|align="right"|1 HP<br />
|align="right"|$40<br />
|align="right"|$40<br />
|mango tree, jungle<br />
|<br />
<br />
|-valign="top"<br />
|Bottle of beer<br />
|align="right"|2 HP<br />
|align="right"|$40<br />
|align="right"|$20<br />
|outsider camps, beach<br />
|Drinking it gives an empty bottle. Natives without ''[[outsider knowledge]]'' see it as 'brown liquid', but may drink it normally.<br />
<br />
|-valign="top"<br />
|Bottle of rum<br />
|align="right"|2 HP<br />
|align="right"|$40<br />
|align="right"|$20<br />
|shipwreck<br />
|Drinking it gives an empty bottle. Natives without ''[[outsider knowledge]]'' see it as 'brown liquid', but may drink it normally.<br />
<br />
|-valign="top"<br />
|Bottle of water<br />
|align="right"|2 HP<br />
|align="right"|$30<br />
|align="right"|$15<br />
|outsider camps, shipwreck, use empty bottle in fresh water (river, lake)<br />
|Drinking it gives an empty bottle. Natives without ''[[outsider knowledge]]'' see it as 'liquid', but may drink it normally.<br />
<br />
|-valign="top"<br />
|Bottle of salt water<br />
|align="right"|-2 HP<br />
|align="right"|$20<br />
|align="right"|($10 per 1 HP damage)<br />
|use empty bottle in salt water (beach, ocean)<br />
|Damages for 2 HP, gives 2 XP, and leaves an empty bottle. Natives without ''[[outsider knowledge]]'' see it as 'liquid', but may drink it normally. <br />
<br />
|-valign="top"<br />
|Gourd of water<br />
|align="right"|2 HP<br />
|align="right"|$30<br />
|align="right"|$15<br />
|loose in jungle, use empty gourd in fresh water (river, lake)<br />
|Drinking it gives an empty gourd.<br />
<br />
|-valign="top"<br />
|Gourd of salt water<br />
|align="right"|-2 HP<br />
|align="right"|$20<br />
|align="right"|($10 per 1 HP damage)<br />
|use empty gourd in in salt water (beach, ocean)<br />
|Damages for 2 HP, gives 2 XP, and leaves an empty gourd. Outsiders without ''[[native knowledge]]'' see it as a 'gourd of water' and may drink it normally, but can't tell it from ordinary water.<br />
<br />
|-valign="top"<br />
|Bunch of tasty berries<br />
|align="right"|2 HP<br />
|align="right"|$40<br />
|align="right"|$20<br />
|berry bush, jungle<br />
|Outsiders without ''[[native knowledge]]'' recognize them as 'berries' and may use them normally, but cannot identify them from poisonous berries.<br />
<br />
|-valign="top"<br />
|Bunch of poisonous berries<br />
|align="right"|-2 HP<br />
|align="right"|$20<br />
|align="right"|($10 per 1 HP damage)<br />
|berry bush<br />
|Inflicts 2 HP damage on self, but gives 2 XP. Outsiders without ''[[native knowledge]]'' recognize them as 'berries' and may use them normally, but cannot identify them from tasty berries.<br />
<br />
|-valign="top"<br />
|First aid kit<br />
|align="right"|5/10 HP<br />
|align="right"|$200<br />
|align="right"|$40/$20<br />
|outsider medical huts, shipwreck<br />
|Heals 5 HP unskilled, or 10 HP with First Aid skill. Heals shark bite wounds. Natives without ''[[outsider knowledge]]'' recognize this item but are unable to use it. "FAK" and "kit" are common abbreviations.<br />
<br />
|-valign="top"<br />
|Healing herb<br />
|align="right"|5/10 HP<br />
|align="right"|$200<br />
|align="right"|$40/$20<br />
|outsider medical huts, shipwreck<br />
|Heals 5 HP unskilled, or 10 HP with Natural Medicine skill. Heals shark bite wounds. Outsiders without ''[[native knowledge]]'' see this item as a "dried herb" and are unable to use it. <br />
|}<br />
<br />
====Empty bottle====<br />
Remains in your inventory after drinking a bottle of beer, rum or water. <br><br />
[[Trading#Trading_Hut_Prices|Normal trade value]]: $25. <br><br />
They may be filled at certain locations, including:<br />
* Water in inland rivers (gives bottle of water)<br />
* Water at beach (gives a bottle of salt water)<br />
<br />
====Empty gourd====<br />
Drinking a gourd of water leaves an empty gourd in your inventory. Functionally, it is identical to an empty bottle, except that the two count as separate items in the trading hut.<br />
<br />
== Useful equipment ==<br />
<br />
=== GPS unit ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $250<br />
* '''[[Locations]]''': outsider camps, outsider resource huts<br />
* '''Usable by''': outsiders; natives with ''[[outsider knowledge]]''<br />
<br />
Gives the coordinate location of your character when a signal is available in a non-dense, non-enclosed area. Coordinates are in the form [-70.366,+26.443], where the first number is the X coordinate (longitude) and the second is the Y coordinate (latitude). Moving a single square represents a change in coordinate in that direction of 0.001.<br />
<br />
=== Piece of driftwood ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $70<br />
* '''[[Locations]]''': beach, dunes, boatyard<br />
A [[signpost]] can be built out of two pieces of driftwood.<br />
<br />
=== Sharpening stone ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $50<br />
* '''[[Locations]]''':all camps<br />
<br />
Clicking on it will sharpen either a blunt machete or blunt cutlass from your inventory.<br />
<br />
== Currency ==<br />
<br />
=== Gem ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $1000<br />
* '''[[Locations]]''': ruins, hold (shipwreck)<br />
<br />
Ten times more valuable than gold at normal prices. Unlike gold, gems require inventory space.<br />
<br />
=== Gold coin ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $100<br />
* '''[[Locations]]''': camps, jungle, beach<br />
<br />
Being the currency of the island, gold coins are the only items to require no inventory space, and up to 100 can be given to any player in the same location via the "Give" button. Clicking on a gold coin in one's inventory flips it and gives "heads" or "tails" as a result: "You toss a gold coin into the air and catch it. It shows heads."<br />
<br />
== Charms and Amulets ==<br />
Charms are automatically listed in your character profile, and may or may not give an advantage to gameplay. Examining one gives the message: "The [item] doesn't appear to actually do anything. Maybe just carrying it is sufficient if you believe in its power."<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"<br />
|-bgcolor="#ccc"<br />
!colspan="4"|Charms and Amulets<br />
|-bgcolor="#ddd"<br />
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Known powers<br />
<br />
|-valign="top"<br />
|Rabbit foot charm<br />
|align="right"|? <br />
|align="right"|jungle<br />
<br />
|-valign="top"<br />
|Parrot feather charm<br />
|align="right"|? <br />
|align="right"|jungle<br />
|align="right"|<br />
<br />
|-valign="top"<br />
|Silver skull cross<br />
|align="right"|? <br />
|align="right"|jungle<br />
|align="right"|<br />
<br />
|-valign="top"<br />
|Monkey claw charm<br />
|align="right"|? <br />
|align="right"|jungle<br />
|align="right"|<br />
<br />
|-valign="top"<br />
|Tiger tooth amulet<br />
|align="right"|$50<br />
|align="right"|Temple Ruins south of shipwreck<br />
|align="right"|Increases melee weapon atributes.<br />
|}<br />
<br />
== Creatures ==<br />
When searching in certain areas, players may catch animals. These have no practical function, but may be exchanged at the trading hut.<br />
<br />
=== Crab ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $50<br />
* '''[[Locations]]''': beach<br />
<br />
=== Poisonous snake ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $5<br />
* '''[[Locations]]''': grasslands<br />
<br />
==Broken knife (discarded)==<br />
Searching in certain locations, such as water or swamp, gives the message "You search and find a broken knife which you discard." Receiving this message indicates that no items can be found in this particular location at all.<br />
<br />
[[Category:Glossary]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Da_Waaagh!&diff=11699Da Waaagh!2006-12-28T15:42:28Z<p>Grigoriy: </p>
<hr />
<div>{{Clanbox|<br />
clan_name=Da WAAAAAAGH|<br />
official_id=113|<br />
open_to=natives|<br />
clan_image=http://img291.imageshack.us/img291/8832/orkvignetteno5.jpg|<br />
clan_leaders=Warboss Grimteef|<br />
clan_membership=Not Enuff!|<br />
clan_goals=To kill all da outsidas!|<br />
clan_recruit=Just join up an fight!|<br />
clan_contact=|<br />
sort_as=|<br />
}}</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Da_Waaagh!&diff=11698Da Waaagh!2006-12-28T15:33:43Z<p>Grigoriy: </p>
<hr />
<div>{{Clanbox|<br />
clan_name=Da WAAAAAAGH|<br />
official_id=113|<br />
open_to=natives|<br />
clan_image=|<br />
clan_leaders=Warboss Grimteef|<br />
clan_membership=Not Enuff!|<br />
clan_goals=To kill all da outsidas!|<br />
clan_recruit=Just join up an fight!|<br />
clan_contact=|<br />
sort_as=|<br />
}}</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Da_Waaagh!&diff=11697Da Waaagh!2006-12-28T15:31:13Z<p>Grigoriy: </p>
<hr />
<div>{{Clanbox|<br />
clan_name=Da WAAAAAAGH|<br />
official_id=113|<br />
open_to=Natives|<br />
clan_image=|<br />
clan_leaders=Warboss Grimteef|<br />
clan_membership=Not Enuff!|<br />
clan_goals=To kill all da outsidas!|<br />
clan_recruit=Just join up an fight!|<br />
clan_contact=|<br />
sort_as=|<br />
}}</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Bugs&diff=10715Bugs2006-10-23T11:37:37Z<p>Grigoriy: /* Can't reload rifle */</p>
<hr />
<div>This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.<br />
<br />
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].<br />
<br />
== Example ==<br />
<br />
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.<br />
<br />
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:<br />
<br />
<nowiki>===</nowiki>'''Bug Title'''<nowiki>===</nowiki><br />
<nowiki>{{bugreport</nowiki>|<br />
bug_time=<nowiki>~~~~~</nowiki>|<br />
bug_author=<nowiki>~~~</nowiki>|<br />
bug_status='''new / fixed / not a bug'''|<br />
bug_severity='''low / med / high / critical'''|<br />
bug_description='''Full description. Check spelling and be descriptive.'''|<br />
bug_comments=<br />
&lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
'''Comment here'''<br />
&lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
}}<br />
<br />
{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== Possible Bugs ==<br />
<br />
=== Not able to attack animals ===<br />
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says "Jungle<br />
A number of small trees here aren't that much taller than the heavy undergrowth." --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)<br />
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)<br />
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)<br />
----<br />
<br />
===Banshee Wail village annihilation===<br />
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)<br />
<br />
:Logged on again, found another example:<br />
<small><br />
<pre><br />
Since your last move:<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 12:29)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
You hear a haunting scream coming from all around you. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:44)<br />
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)<br />
You hear a banshee wail coming from all around you. (2006-04-30 15:46)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:57)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:57)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:57)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:57)<br />
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
You hear a banshee wail coming from all around you. (2006-05-01 05:58)<br />
</pre><br />
</small><br />
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)<br />
<br />
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)<br />
<br />
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)<br />
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)<br />
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)<br />
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)<br />
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]<br />
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)<br />
::No, at the moment Seance gets you the ability to identify passive spirits (the ones who just hang around not wailing or anything). --[[User:Simon|Simon]] 22:26, 14 June 2006 (BST)<br />
:::Problem should be resolved to a certain extent with the introduction of the Exorcism skill a while back. This can probably be moved to the Fixed bugs section? --[[User:Simon|Simon]] 12:51, 14 October 2006 (UTC)<br />
----<br />
<br />
===No apparent distinction in age of tracks===<br />
{{bugreport|<br />
bug_time=18:06, 12 July 2006 (UTC)|<br />
bug_author=[[User:Jackel|Jackel]]|<br />
bug_status=new | <br />
bug_severity=low |<br />
bug_description=My character has the tracking tree maxed out for a while. Every single track he finds says it was left "a long time ago". Today I logged off standing on a square with another player, returning about an hour later to find that player gone. My track search showed that he left, you guessed it, "a long time ago". After an hour!!?? Whether this is a bug or not, the way the system determines the age of tracks should be a lot more granular. Hour-old tracks should not seem to be left "a long time ago" to a master tracker...|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Should be fixed. Was a bug recently introduced. --[[User:Simon|Simon]] 18:41, 16 July 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Combat in Trader's Hut===<br />
{{bugreport|<br />
bug_time=22:16, 4 August 2006 (UTC)|<br />
bug_author=[[User:Frisco|Frisco]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=Couple minor nits - immediately after trading for a cutlass, the cutlass isn't available to attack with, have to click refresh once, then it is available to attack with. Also, after guard dog has been killed, the trader sees me as a new face in the hut - has grief wiped his memory?|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Item 1 - cutlass should now appear straight away. - Fixed.<br />
* Item 2 - killing guard dog makes trader forget? Are you sure? --[[User:Simon|Simon]] 01:01, 5 August 2006 (UTC)<br />
:: Hmm, that's what seemed to happen. I'll try again, as soon as a trader with a living dog becomes bored with me.--[[User:Frisco|Frisco]] 16:50, 9 August 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Trading===<br />
{{bugreport|<br />
bug_time=00:24, 7 September 2006 (UTC)|<br />
bug_author=[[User:One of many doctors|One of many doctors]]|<br />
bug_status=new |<br />
bug_severity=low|<br />
bug_description=I'm at trader Harry's hut in York and decide to trade gold coins for gems. He says:<br />
:''You ask to trade your gold coins for his gems. Trader Harry makes you an offer, "Gems are in short supply so I want more than the usual price. I want '''thirty four''' gold coins for a gem"''<br />
When I try to trade gems for gold coins he says:<br />
You ask to trade your gems for his gold coins.<br />
:''Trader Harry makes you an offer, "I'll give you '''four''' gold coins for a gem"''<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
Are you a new/old trader, is he happy to see you or bored with your presence in his store? Are you using a native character? Either of these conditions could result in over the top price differences, or it could just be a bug! --[[User:Simon|Simon]] 15:41, 7 September 2006 (UTC)<br />
:Probably old Outsider. He keeps saying something about how there's an entire island to explore, but I don't see how that can account for a 850% price difference. --[[User:One of many doctors|One of many doctors]] 01:30, 8 September 2006 (UTC)<br />
::It's a "feature" of the trading, although it does seem a little harsh. --[[User:Simon|Simon]] 12:49, 14 October 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Can't reload rifle===<br />
{{bugreport|<br />
bug_time=00:52, 11 October 2006 (UTC)|<br />
bug_author=[[User:GuavaMoment|GuavaMoment]]|<br />
bug_status=new|<br />
bug_severity=low|<br />
bug_description=I'm at the trading hut in Derby, and I can't reload my empty rifles. When I click on the bullets, I get the "Your rifle is already fully loaded" text. I am close to the inventory limit, and normally empty rifles and loaded rifles appear next to each other. My inventory in the same order as in the game: 6 FAKS, 28 coins, 1 GPS, 3 Rifle(0), 24 Rifle Bullets, 15 Rifle(2), 1 Sharpening Stone, 1 Silver Skull Cross, 2 Tiger Tooth Amulet.<br />
Edit:Hmm, my newly emptied rifles aren't merging with the three empty ones from above. Looks like I've got some broken rifles.<br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* ID or Profile link required to investigate this further. I have an idea what might have caused it, but need to confirm. If you don't want to publish id here, mail it to me via the in-game feedback page (which has been fixed in the last few days) --[[User:Simon|Simon]] 12:47, 14 October 2006 (UTC)<br />
:No problem, I'm 2574. --[[User:GuavaMoment|GuavaMoment]] 21:38, 15 October 2006 (UTC)<br />
(I have a similar problem with 1 of my blowpipes, only thing different about it is that I traded for the blowpipe rather than finding it - profile link http://www.shartak.com/profile.cgi?id=4277<br />
*The same is happening to me with [http://www.shartak.com/profile.cgi?id=6247 this character]<br />
<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Native unable to target pirates when other outsider recognised===<br />
{{bugreport|<br />
bug_time=[[User:Simon|Simon]])|<br />
bug_author=[[User:Simon|Simon]]|<br />
bug_status=new|<br />
bug_severity=medium|<br />
bug_description=With a native character in the same location as a pirate and an outsider, and the outsider is in my contact list, the attack/give target dropdowns show only the recognised outsider and not "an outsider" or even "a pirate". <br />
|<br />
bug_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Should be fixed now. --[[User:Simon|Simon]] 10:29, 21 October 2006 (UTC)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
<br />
===Contact list numbers===<br />
{{bugreport|<br />
bug_time=21:24, 20 October 2006 (UTC)|<br />
bug_author=[[User:Frisco|Frisco]]|<br />
bug_status=new |<br />
bug_severity=low |<br />
bug_description=My contact list for player id #74 somehow got 52 contacts on it. I can't add anymore - the contacts.cgi page says: "You have 52 added so far and can add -2 more." - but i was wondering if there was a bug that allowed me to get 52 contacts, or if the restrictions that were in place weren't effective until a couple days ago (i don't recall when i last added to my list), or if there's some off-by-two math errors going on. I counted up the number of contacts i have, and indeed there are 52.|<br />
bug_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>Grigoriyhttps://wiki.shartak.com/index.php?title=Animals&diff=7946Animals2006-07-01T22:31:52Z<p>Grigoriy: </p>
<hr />
<div>Many '''animals''' live on the island, and most of them can be attacked. All visible animals are capable of immediate retaliation when they are attacked, and some will attack without provocation. Sleeping near a tiger or elephant is especially dangerous.<br />
<br />
Below is a table of all the animals found to date. There may be others to be found, and new animals may be introduced to the island in the future.<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse" |<br />
|-align="left" bgcolor="#ddd" valign="top"<br />
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes<br />
|-valign="top"<br />
| | Alligator<br />
|align="right"| 25<br />
|align="right"| 2x<br />
|align="right"| 45%<br />
|align="right"| 3<br />
|align="right"| 10?<br />
| | [[Swamp]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Deer, large<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Deer,&nbsp;small<br />
|align="right"| 15<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Easter Bunny<br />
|align="right"| 30 <br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 4<br />
|align="right"| 28<br />
| | [[Grassland]], [[Jungle]]<br />
| | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. They started with 30 HP but could be healed to a maximum of 50. <br />
|-valign="top"<br />
| | Elephant<br />
|align="right"| 60<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 4<br />
|align="right"| 25<br />
| | [[Grassland]], [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Giant squid<br />
|align="right"| 300<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 5-6<br />
|align="right"| 155<br />
| | [[Water]], [[Water (deep)]]<br />
| | Very rare, very tough; have been sighted crawling onto land<br />
|-valign="top"<br />
| | Monkey<br />
|align="right"| 10<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 8<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Parrot<br />
|align="right"| 5<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 5<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Rat<br />
|align="right"| 3<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 1<br />
|align="right"| 4<br />
| | [[Tunnel]], [[Cave]]<br />
| | Aggressive; attacks in packs.<br />
|-valign="top"<br />
| | Rogue Elephant<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| ?<br />
| | [[Grassland]], [[Jungle]]<br />
| | The new name of an elephant that has killed a player.<br />
|-valign="top"<br />
| | Stag, large<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 60%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | <br />
|-valign="top"<br />
| | Tiger<br />
|align="right"| 20<br />
|align="right"| 2x<br />
|align="right"| ?<br />
|align="right"| 3<br />
|align="right"| 14<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Wild boar<br />
|align="right"| 15<br />
|align="right"| 1x<br />
|align="right"| 55%<br />
|align="right"| 2<br />
|align="right"| 10<br />
| | [[Jungle]]<br />
| | Aggressive; attacks unprovoked.<br />
|-valign="top"<br />
| | Ferocious Tiger<br />
|align="right"| 25<br />
|align="right"| ?<br />
|align="right"| ?<br />
|align="right"| 4<br />
|align="right"| ?<br />
| | [[Jungle]]<br />
| | <br />
|}<br />
<br />
*"Frequency" is the number of times an animal attacks in a half-hour period, "Accuracy" is its apparent attack accuracy, and "Damage" is its normal attack damage.<br />
<br />
When you attack an animal you receive [[XP]] equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus, as listed in the "XP Bonus" column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)<br />
<br />
== Unseen animals ==<br />
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until the player dies or is healed with a [[first aid kit]] or [[healing herb]]s. <!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]] --> The effects of shark wounds are not cumulative.<br />
<br />
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a [[poisonous snake]], which then appears in inventory. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). <br />
<br />
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a [[crab]], which then appears in inventory, or be pinched by one for 1 HP damage. ("Searching the area, you find a crab. It nips your finger with its claws and scuttles away".)<br />
<br />
== Punching large animals ==<br />
When missing a punch against an elephant, large stag, or tiger, special messages may display:<br />
<br />
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''<br />
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''<br />
<br />
[[Category:Glossary]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Death&diff=4266Death2006-05-04T21:25:56Z<p>Grigoriy: fixed ap</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
When a character runs out of hit points, they become a spirit. There is no apparent loss of items or experience points from dying.<br />
<br />
== Spirits ==<br />
"Unfortunately you have died and are now floating around the jungle as a spirit. It seems you don't need to worry about how thick the jungle is any more as you simply pass straight through it, however you can no longer carry anything. You should probably find a Shaman to assist you in returning to life."<br />
<br />
Spirits are capable of floating over any terrain (except mountains and sea) for 1 AP. They do not benefit from '''Exploration''' or '''Trekking''' skills. They also cannot use or drop any items that they were carrying at the time of their death.<br />
<br />
Spirits by default cannot interact with the realm of the living at all. <br />
<br />
== Spirit Skill Tree ==<br />
<br />
(This section is currently incomplete.)<br />
<br />
Screams, shrieks, and wails do not work in the village clearing (the village shaman's chanting neutralizes the effect). However, the spirits can attack characters who are inside the huts -- sleeping inside a hut in a village is not recommended. <br />
<br />
=== Ghostly whisper ===<br />
With '''Ghostly whisper''', spirits can communicate with living players that have the '''Sixth Sense''' skill.<br />
<br />
It has not been determined if spirits can communicate with other spirits.<br />
<br />
=== Haunting scream ===<br />
By using '''Haunting scream''', spirits have a chance of causing 1 HP damage to players in the area. All players hear the haunting scream message, and some percentage of the players take damage. It is believed that a spirit receives 1 XP per scream in a location containing at least one listener. <br />
<br />
Spirit sees:<br />
* "You let out a haunting scream."<br />
<br />
=== Shocking shriek ===<br />
By using '''Shocking shriek''', spirits attempt to cause a small amount of damage to players in the area. <br />
<br />
=== Banshee wail ===<br />
Emitting a '''Banshee wail''' costs 3 AP. All characters in the area of effect hear a banshee wail. (The range of banshee wail is not known.) A small percentage of the players in the area also take 4 hit points of damage. (The percentage chance of causing damage is unknown, although I've seen about 1 in 4 or so succeed.) From what I've heard, sixth sense does not seem to alter the effect of the banshee wail. It is possible for victims to die from the wails. The experience point reward from causing damage by wailing is not known, but is believed to be 1-5 XP per wail. <br />
<br />
Victims see:<br />
* "You hear a banshee wail coming from all around you."<br />
* "You hear a banshee wail coming from all around you, and lose 4 HP from fear."<br />
<br />
== Returning to Life ==<br />
<br />
=== Visit a Shaman ===<br />
In order to return to life, simply float your spirit onto the location occupied by a shaman. You can visit wandering shamans or shamans of any village, even villages of the opposite side. After moving onto the shaman, wait for one AP tick (less than twenty minutes of real time). You will be reborn with full HP. <br />
<br />
*"Here is one of the few "springs of life" on the island. A native shaman has been captured and is held here to reunite the spirits of dead outsiders with their bodies and return them to the land of the living."<br />
*"The shaman appears to be chanting quietly and although very slight, you can feel it having a gradual effect on you."<br />
*"'''(shaman name)''' works his magic with the spring of life and joins you with your body."<br />
<br />
=== Contact a Shaman ===<br />
You can also teleport directly to the nearest shaman, at a cost of 25 AP. In this case, you are reborn immediately -- you do not have to wait for an AP tick. You will be reborn with full HP.<br />
<br />
*"Using all your concentration you telepathically contact '''(shaman name)''', the nearest shaman, who summons your spirit to him."<br />
*"As your spirit is whisked across the island, everything goes dark."<br />
*"Your surroundings come back into view and you find that magically you have been brought back to life by '''(shaman name)'''. You lie still for a while as your strength returns."<br />
<br />
You cannot go into AP debt when contacting a shaman.<br />
*"Sorry, you don't have enough action points yet. You'll need to wait until you have at least 25 before you can contact the shaman."<br />
<br />
=== Standing Up ===<br />
<br />
After being reborn, you are lying on the ground. You cannot perform any actions (other than spending 1 AP to stand up). It appears as though no actions may be peformed on you as well.<br />
<br />
*"A shaman has returned your spirit to your body and you are currently recovering from the ordeal of being dead. Thanks to something the shaman has done, you appear as a lifeless body to anyone glancing your way. You may continue with life as soon as you feel strong enough to stand."<br />
*"You stand up feeling much better now you're actually alive."</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Talk:Death&diff=4125Talk:Death2006-05-02T20:51:05Z<p>Grigoriy: /* Revival at other towns/villages */</p>
<hr />
<div>the spend 50ap to contact a shamen applies to outsiders and natives so I took out the "an outsider" right before spirt.<br />
<br />
== General Spirit Questions ==<br />
Q. When you say that a spirit can move freely, do you mean movement costs no AP?<br />
<br />
A. Movement does cost AP, what it means is you can travel through jungle that you would have to chop first without the need to chop.I have no clue what it means for water however, it may still take 2 ap to travel through. -- [[User:Daylan|Daylan]]<br />
:Both water and swamp only take 1 AP when dead. --[[User:Dr. J|Dr. J]]<br />
::Does movement through jungle with the trekking skill cost 1AP or 1/2? -- [[User:Daylan|Daylan]]<br />
:::According to Jackel's note on the Suggestions page, Trekking doesn't work when you're a spirit. --[[User:Lint|Lint]] 03:48, 7 March 2006 (GMT)<br />
<br />
Q. What actions can a spirit perform?<br />
<br />
A. With no skills you can only move, refresh, and contact shamen to get revived for 50ap, looking at the skills page it would seem that you can get skills to talk and a skill to scream whatever the use of that is.-- [[User:Daylan|Daylan]]<br />
:I have been able to enter and leave a hut as a spirit. :D --[[User:Lint|Lint]] 03:48, 7 March 2006 (GMT)<br />
<br />
A. Futhermore, the movement while a spirit does NOT appear to update on the player's map. A logical, if frustrating fact.--[[User:Jackel|Jackel]] 01:40, 6 March 2006 (GMT)<br />
<br />
Q. Is there any punishment for death? Lost items? Lost experience?<br />
<br />
A. As far as I could tell, I lost no xp or items when I died so the only "punishment" is having to spend ap to goto a shamen, ethier by spending 50ap or moving to the closest village and getting revived. -- [[User:Daylan|Daylan]]<br />
:My character, which died from an untreated shark bite, is still wounded after being revived. --[[User:Lint|Lint]] 03:48, 7 March 2006 (GMT)<br />
<br />
Thank you both. --[[User:Lint|Lint]] 19:13, 26 February 2006 (GMT)<br />
<br />
== Haunting Scream Tree Questions/Comments ==<br />
When I recently died, I think each Haunting Scream cost one AP and produced a message to state that I screamed. I found a fellow Native with Sixth sense and proceeded to scream at them. There was no indication of anyone being damaged by it although I did earn XP (which in my haste, I suppose I didn't document). I resurrected and returned to my test subject to see that they did not sustain any damage. So perhaps I was unknowingly attacking a Survivor that was hiding nearby? I guess it might also be impossible to PK with the screams. --[[User:Lint|Lint]] 00:52, 28 April 2006 (BST)<br />
<br />
None of the Shriek/Scream/Wail effects can be used in the presence of a village Shaman (flavour text to the effect that the Shaman spreads a peaceful aura or somesuch). Unknown radius. Observed up to 4 squares away from the Pirate's Shaman). I expect to be a spirit, shortly, and will test the radius. It may be worth returning to my home village to see if there is a distinction between home/away --[[User:Anothertwilight|Anothertwilight]] 10:10, 1 May 2006 (BST)<br />
:The effects of scream are blocked in a 5x5 square centred on the village Shaman, the effects of wail are negated over an area of 11x11 - "You feel the calming influence of the shaman, Jakota, sweep over you and the scream dies in your throat." and "You feel the calming influence of the shaman, Jakota, sweep over you and the banshee wail dies in your throat."[[User:Anothertwilight|Anothertwilight]] 00:08, 2 May 2006 (BST)<br />
<br />
<br />
=== XP ===<br />
Q. Are you earning XP for the damage you deal with Haunting scream / Shocking shriek / Banshee wail? --[[User:Lint|Lint]] 23:43, 18 April 2006 (BST)<br />
<br />
<br />
Q. If yes. Is that XP consistent with combat-earned XP in that attacking your own type only earns 1/2 XP? --[[User:Lint|Lint]] 23:43, 18 April 2006 (BST)<br />
<br />
<br />
I see where your going with this, Lint. As it stands, I've only been on the receiving end of a banshee wail. Actually, about 20 of them, about half of them caused 4 points of damage to my native, and possibly the other 4 people in the sqaure I was in, if they happened to have "sixth sense". <br />
<br />
This tree needs some serious examination! If spirit players get XP for damage caused, than its an XP farm, since there's currently no way of harming or sanctioning "spirits", they can just sit back and wail without fear of repercussion. If they don't get XP, than its a grief tree--a consequence-free way of harming other players without risk or benefit to themselves. Having sixth sense is pointless without a means of defending oneself from these spirits. PLEASE ADDRESS THIS, SIMON! --[[User:Jackel|Jackel]] 00:24, 20 April 2006 (BST)<br />
:Actually, I was just curious about the skill's mechanics. I hadn't put much thought into abuse. --[[User:Lint|Lint]] 00:40, 20 April 2006 (BST)<br />
:: I wouldn't call it too much of an XP farm, it is much easier to escape from a ghost than a PKer. --[[User:Grigoriy|Grigoriy]] 18:48, 2 May 2006 (BST)<br />
=== Range ===<br />
Q. How far can the scream reach? --[[User:Lint|Lint]] 00:52, 28 April 2006 (BST)<br />
<br />
=== Attract ===<br />
Q. Haunting Scream's description states it can attract spirits - any evidence of this? --[[User:Lint|Lint]] 00:52, 28 April 2006 (BST)<br />
<br />
=== Percentage ===<br />
I was recently the victim to a Banshee wail attack. I heard a total of 36 wails, and was damaged 7 times. A 19.4% success rate. --[[User:Lint|Lint]] 00:32, 30 April 2006 (BST)<br />
<br />
* I was hit by 5 of 12 wails, but there were about 10 other people in the hut, so that overall I suspect that there was a lot of mayhem. (Did that player really earn 4x5x10=200xp for 12 AP??) --[[User:Tycho44|Tycho44]] 17:12, 30 April 2006 (BST)<br />
: Spirits can wail inside huts, but not villages. If everone left the hut when they were done and didn't sleep in them, the ghost wouldn't be able to get much XP. --[[User:Grigoriy|Grigoriy]] 18:48, 2 May 2006 (BST)<br />
<br />
== Revival at other towns/villages ==<br />
<br />
Can anyone confirm that a player can be revived at another town/village? My York scientist is currently a spirit, and not even very close to York, yet when I try to "contact a shaman", I am told that Kahuni (the NPC shaman at York) is currently trying to become a non-spirit himself, and can't revive me. I can't see any option that would allow another shaman to revive me, so I wonder how it can be done. --[[User:Jackel|Jackel]] 01:44, 6 March 2006 (GMT)<br />
:This is definitely possible, I have done it myself. All you need to do is find another village/settlement and then stand over the shamen. --[[User:Dr. J|Dr. J]] 01:46, 6 March 2006 (GMT)<br />
::This allows you to perform the evil trick of going to a native village as an outsider spirit (or vice-versa), reviving at the shaman and going on a killing spree...<br />
:::Agreed! I've resisted the temptation myself, but what's to stop me from entering a "hostile" village, murdering everything within my AP limit, getting killed, getting revived by the local shaman, waiting until my AP is maxed out, standing up, going on another murderous rampage, rinse, repeat until I'm about level 400? Its a lot better than wandering around looking for animals, and there's ZERO repercussions. This needs to be addressed, either through death sanctions, or something else. --[[User:Jackel|Jackel]] 00:28, 20 April 2006 (BST)<br />
::::In the case of the original poster, I assume that the local shaman had been killed, and resurrections were delayed pending the shaman's recovery. --[[User:Tycho44|Tycho44]] 19:59, 2 May 2006 (BST)<br />
<br />
Q: There appear to be two ways to revive: (1) I've been revived by clicking the "Contact Shaman (25AP)" button, but (2) how do you revive by hand? Generally floating back and forth over the shaman doesn't seem to help, nor does clicking "Refresh" repeatedly. Do you simply float onto the shaman's square, and then wait for a single clock tick?<br />
<br />
A: Yes.</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Talk:Society_for_the_Promotion_of_Independent_Research_on_Interdimensional_Translations_on_Shartak&diff=4110Talk:Society for the Promotion of Independent Research on Interdimensional Translations on Shartak2006-05-02T17:53:51Z<p>Grigoriy: </p>
<hr />
<div>Would you consider opening up membership to natives as well? --[[User:Grigoriy|Grigoriy]] 18:53, 2 May 2006 (BST)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Talk:Death&diff=4109Talk:Death2006-05-02T17:48:04Z<p>Grigoriy: /* Haunting Scream Tree Questions/Comments */</p>
<hr />
<div>the spend 50ap to contact a shamen applies to outsiders and natives so I took out the "an outsider" right before spirt.<br />
<br />
== General Spirit Questions ==<br />
Q. When you say that a spirit can move freely, do you mean movement costs no AP?<br />
<br />
A. Movement does cost AP, what it means is you can travel through jungle that you would have to chop first without the need to chop.I have no clue what it means for water however, it may still take 2 ap to travel through. -- [[User:Daylan|Daylan]]<br />
:Both water and swamp only take 1 AP when dead. --[[User:Dr. J|Dr. J]]<br />
::Does movement through jungle with the trekking skill cost 1AP or 1/2? -- [[User:Daylan|Daylan]]<br />
:::According to Jackel's note on the Suggestions page, Trekking doesn't work when you're a spirit. --[[User:Lint|Lint]] 03:48, 7 March 2006 (GMT)<br />
<br />
Q. What actions can a spirit perform?<br />
<br />
A. With no skills you can only move, refresh, and contact shamen to get revived for 50ap, looking at the skills page it would seem that you can get skills to talk and a skill to scream whatever the use of that is.-- [[User:Daylan|Daylan]]<br />
:I have been able to enter and leave a hut as a spirit. :D --[[User:Lint|Lint]] 03:48, 7 March 2006 (GMT)<br />
<br />
A. Futhermore, the movement while a spirit does NOT appear to update on the player's map. A logical, if frustrating fact.--[[User:Jackel|Jackel]] 01:40, 6 March 2006 (GMT)<br />
<br />
Q. Is there any punishment for death? Lost items? Lost experience?<br />
<br />
A. As far as I could tell, I lost no xp or items when I died so the only "punishment" is having to spend ap to goto a shamen, ethier by spending 50ap or moving to the closest village and getting revived. -- [[User:Daylan|Daylan]]<br />
:My character, which died from an untreated shark bite, is still wounded after being revived. --[[User:Lint|Lint]] 03:48, 7 March 2006 (GMT)<br />
<br />
Thank you both. --[[User:Lint|Lint]] 19:13, 26 February 2006 (GMT)<br />
<br />
== Haunting Scream Tree Questions/Comments ==<br />
When I recently died, I think each Haunting Scream cost one AP and produced a message to state that I screamed. I found a fellow Native with Sixth sense and proceeded to scream at them. There was no indication of anyone being damaged by it although I did earn XP (which in my haste, I suppose I didn't document). I resurrected and returned to my test subject to see that they did not sustain any damage. So perhaps I was unknowingly attacking a Survivor that was hiding nearby? I guess it might also be impossible to PK with the screams. --[[User:Lint|Lint]] 00:52, 28 April 2006 (BST)<br />
<br />
None of the Shriek/Scream/Wail effects can be used in the presence of a village Shaman (flavour text to the effect that the Shaman spreads a peaceful aura or somesuch). Unknown radius. Observed up to 4 squares away from the Pirate's Shaman). I expect to be a spirit, shortly, and will test the radius. It may be worth returning to my home village to see if there is a distinction between home/away --[[User:Anothertwilight|Anothertwilight]] 10:10, 1 May 2006 (BST)<br />
:The effects of scream are blocked in a 5x5 square centred on the village Shaman, the effects of wail are negated over an area of 11x11 - "You feel the calming influence of the shaman, Jakota, sweep over you and the scream dies in your throat." and "You feel the calming influence of the shaman, Jakota, sweep over you and the banshee wail dies in your throat."[[User:Anothertwilight|Anothertwilight]] 00:08, 2 May 2006 (BST)<br />
<br />
<br />
=== XP ===<br />
Q. Are you earning XP for the damage you deal with Haunting scream / Shocking shriek / Banshee wail? --[[User:Lint|Lint]] 23:43, 18 April 2006 (BST)<br />
<br />
<br />
Q. If yes. Is that XP consistent with combat-earned XP in that attacking your own type only earns 1/2 XP? --[[User:Lint|Lint]] 23:43, 18 April 2006 (BST)<br />
<br />
<br />
I see where your going with this, Lint. As it stands, I've only been on the receiving end of a banshee wail. Actually, about 20 of them, about half of them caused 4 points of damage to my native, and possibly the other 4 people in the sqaure I was in, if they happened to have "sixth sense". <br />
<br />
This tree needs some serious examination! If spirit players get XP for damage caused, than its an XP farm, since there's currently no way of harming or sanctioning "spirits", they can just sit back and wail without fear of repercussion. If they don't get XP, than its a grief tree--a consequence-free way of harming other players without risk or benefit to themselves. Having sixth sense is pointless without a means of defending oneself from these spirits. PLEASE ADDRESS THIS, SIMON! --[[User:Jackel|Jackel]] 00:24, 20 April 2006 (BST)<br />
:Actually, I was just curious about the skill's mechanics. I hadn't put much thought into abuse. --[[User:Lint|Lint]] 00:40, 20 April 2006 (BST)<br />
:: I wouldn't call it too much of an XP farm, it is much easier to escape from a ghost than a PKer. --[[User:Grigoriy|Grigoriy]] 18:48, 2 May 2006 (BST)<br />
=== Range ===<br />
Q. How far can the scream reach? --[[User:Lint|Lint]] 00:52, 28 April 2006 (BST)<br />
<br />
=== Attract ===<br />
Q. Haunting Scream's description states it can attract spirits - any evidence of this? --[[User:Lint|Lint]] 00:52, 28 April 2006 (BST)<br />
<br />
=== Percentage ===<br />
I was recently the victim to a Banshee wail attack. I heard a total of 36 wails, and was damaged 7 times. A 19.4% success rate. --[[User:Lint|Lint]] 00:32, 30 April 2006 (BST)<br />
<br />
* I was hit by 5 of 12 wails, but there were about 10 other people in the hut, so that overall I suspect that there was a lot of mayhem. (Did that player really earn 4x5x10=200xp for 12 AP??) --[[User:Tycho44|Tycho44]] 17:12, 30 April 2006 (BST)<br />
: Spirits can wail inside huts, but not villages. If everone left the hut when they were done and didn't sleep in them, the ghost wouldn't be able to get much XP. --[[User:Grigoriy|Grigoriy]] 18:48, 2 May 2006 (BST)<br />
<br />
== Revival at other towns/villages ==<br />
<br />
Can anyone confirm that a player can be revived at another town/village? My York scientist is currently a spirit, and not even very close to York, yet when I try to "contact a shaman", I am told that Kahuni (the NPC shaman at York) is currently trying to become a non-spirit himself, and can't revive me. I can't see any option that would allow another shaman to revive me, so I wonder how it can be done. --[[User:Jackel|Jackel]] 01:44, 6 March 2006 (GMT)<br />
:This is definitely possible, I have done it myself. All you need to do is find another village/settlement and then stand over the shamen. --[[User:Dr. J|Dr. J]] 01:46, 6 March 2006 (GMT)<br />
::This allows you to perform the evil trick of going to a native village as an outsider spirit (or vice-versa), reviving at the shaman and going on a killing spree...<br />
:::Agreed! I've resisted the temptation myself, but what's to stop me from entering a "hostile" village, murdering everything within my AP limit, getting killed, getting revived by the local shaman, waiting until my AP is maxed out, standing up, going on another murderous rampage, rinse, repeat until I'm about level 400? Its a lot better than wandering around looking for animals, and there's ZERO repercussions. This needs to be addressed, either through death sanctions, or something else. --[[User:Jackel|Jackel]] 00:28, 20 April 2006 (BST)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=3973Requests for information2006-04-29T00:32:18Z<p>Grigoriy: /* Action points (AP) */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== About the wiki ==<br />
The wiki can be used as a reference guide as you explore the island of Shartak. Several players are contributing often to add factual information about locations, items, and classes. You can easily participate and lend a hand.<br />
<br />
Other activities:<br />
*Create or update your personal user page to inform others about your Characters or Interests. (Simply click your name at the top of the page to begin).<br />
*Create or update a page dedicated to informing others about your [[:Category:Clans|Clan]].<br />
*Develop [[suggestions]].<br />
*Report [[bugs]].<br />
*Discuss the [[Game Design|game]].<br />
*Ask a game or wiki-related question '''on this page'''.<br />
<br />
=== Editing ===<br />
<br />
Q. This wiki thing is odd and filled with odd people! I am frightened!<br />
<br />
A. That's not a question! But never fear, the wiki is a great tool that only gets better with more participation and information. Here is the [http://meta.wikimedia.org/wiki/Help:Contents Mediawiki Handbook] for detailed information on how things work. The [http://meta.wikimedia.org/wiki/Help:Editing Help:Editing] section is a handy reference for beginners.<br />
<br />
=== Signature ===<br />
<br />
Q. Typing all that code to sign my posts is tiresome. Is there a better way to do this?<br />
<br />
A. At the top of the edit field, you'll see a series of icons. The second to last icon resembles a partial signature. http://wiki.shartak.com/skins/common/images/button_sig.png Simply click on this icon and it will generate the code to sign your posts.<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I list my uber l33t clan page like the others?<br />
<br />
A. Edit your clan page and add <!-- 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). If you also want to <br />
be listed as a specific type of clan, also add "<nowiki>[[Category:Clans for Outsiders]]</nowiki>" or "<nowiki>[[Category:Clans for Natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>".<br />
<br />
For example, an Outsider-only clan would have: <nowiki>[[Category:Clans]] [[Category:Clans for Outsiders]]</nowiki>.<br />
<br />
<br />
<br />
Q. How do I make the information box that appears on clan pages?<br />
<br />
A. Follow the instructions listed on the [[Template talk:Clanbox|Clanbox talk page]].<br />
<br />
<br />
<br />
Q. How do I make a clan page in the first place? 21:00, 9 March 2006 (GMT)<br />
<br />
A. I find the easiest way is to use url in the address bar and replace anything after '''index.php/''' with the name of your clan. Then click the '''edit''' tab at the top of the page to begin working on your clan page. Once you are finished, click '''Show preview''' to make sure things look correct. After everything looks the way you want, click '''Save page'''.<br />
<br />
If you are having difficulty getting the url to work, you can also use the search bar on the left side of the page and enter your clan page. Then click the "this exact title" link in the first sentence of the search results page. This will take you directly to a page where you can begin working on your clan page.<br />
<br />
== Your vital statistics ==<br />
<br />
=== Hit points (HP) ===<br />
<br />
Q. I've only just started playing. How do you recover your HP?<br />
<br />
A. Food and drink are your friend! You can find food and water by searching, and also the odd med-kit and healing herbs. Watch out for berries, some will restore you and others take it out if you! More information on recovery items are noted on the [[Items]] page.<br />
<br />
=== Action points (AP)===<br />
<br />
Q. How does AP replenish?<br />
<br />
A. You get an extra AP every 20 minutes, up to a maximum of 75. It is reputably possible to have negative AP if you perform an action that takes alot of AP.<br />
<br />
Q. Is the maximum AP your character can have based off of class?<br />
<br />
A. Well, I don't know about all the classes, but I can tell you that my three characters all have a maximum of 75 AP. --[[User:Lint|Lint]] 05:08, 28 April 2006 (BST)<br />
<br />
{| border=1 cellpadding=5 style="border:1px solid #aaa;border-collapse:collapse;"<br />
| Scout || 80<br />
|-<br />
| Shaman || 75<br />
|-<br />
| Warrior || <br />
|-<br />
| Villager ||<br />
|-<br />
| Explorer ||<br />
|-<br />
| Scientist||<br />
|-<br />
| Soldier ||<br />
|-<br />
| Settler || 75<br />
|-<br />
| Pirate || 75<br />
|}<br />
: My scout has a maximum of 80... --[[User:Grigoriy|Grigoriy]] 01:32, 29 April 2006 (BST)<br />
<br />
=== Experience (XP) ===<br />
<br />
Q. How do you gain experience?<br />
<br />
A. All sorts of ways, but most notably by killing animals, or people! Healing others (including animals) and yourself also gives experience, as does chopping down heavy jungle. More information on methods of earning experience points are noted on the [[XP Gains]] page.<br />
<br />
== Life and death ==<br />
<br />
===Character deaths===<br />
<br />
Q. What happens when you die? --[[User:One of many doctors|One of many doctors]] 23:26, 16 February 2006 (GMT)<br />
<br />
A. You are dead, and you can still walk around, as a spirit. You cannot talk, but some of the skills can help with that. You retain your items but cannot use them. If you go to a shaman he will bring you back to life, or you can use 50 AP to have your spirit moved home (e.g. York, Derby, Dalpok) and revived instantly.<br />
<br />
Q. How much XP is awarded for a player kill? Is it different for killing within your own group (Native killing a native)? Is it relative to the level of the other character?--[[User:Jackel|Jackel]] 14:28, 26 February 2006 (GMT)<br />
<br />
A.<br />
<br />
Q. There is a constant Outsiders Respawning at Dalpok.. they kill natives, the natives resurrect at 1 AP cost , they kill the outsiders , they resurrect at 1 AP cost and so again , and again, and again, and again... the question is "Do really people need to do XP like this?"<br />
--[[User:JonesDye|JonesDye]] 15:08, 18 April 2006 (BST)<br />
<br />
A. This topic is currently being discussed on the unofficial forum. "[http://shartak.forumsplace.com/message-68.html Camping a foreign shaman...]" --[[User:Lint|Lint]] 19:05, 18 April 2006 (BST)<br />
<br />
=== NPC's (Non Player Characters) 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 />
==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. For the record, my machete just became dull after chopping some vegetation. ''You chop down some of the vegetation. Your machete blade becomes dull from the chopping.'' --[[User:Lint|Lint]] 00:11, 18 March 2006 (GMT)<br />
:A. I was attacking another outsider (I was going to heal him, honest!) when my machete broke...<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 />
: 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 />
A.<br />
<br />
<br />
Q. Do poison darts poison?<br />
<br />
A.<br />
<br />
Q. Are poisionous berries usefull for anything? Making poison darts for example.<br />
<br />
A. You get experience for eating them. Not that it is a very economical way of getting experience of course ;-)<br />
<br />
=== Gold ===<br />
<br />
Q. What is gold good for?<br />
<br />
A. Hmm.. good question. Also mentioned on [[Items#Gold_Coins|the items page]] as you get more gold by searching and finding gold coins.<br />
<br />
A2. The only use so far is to '''[[trading|trade]]''' it at one of the trading huts. --[[User:One of many doctors|One of many doctors]] 02:59, 26 March 2006 (BST)<br />
<br />
=== Scavenging skill ===<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.<br />
<br />
==Locations==<br />
<br />
===Jungle===<br />
<br />
Q. Do chopped jungles ever grow back?<br><br />
A. Yes. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)<br />
<br />
Q. If so, how long is the growth rate?<br><br />
A. Not sure, but it's highly noticable if your not in an area which is being constantly tramoked by NPC's and players. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)<br />
<br />
Q. Would jungles grow while you were standing in one?<br><br />
A. Yes. This happened to me many times. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)<br />
<br />
Q. Are search rates changed by the density of the jungle?<br><br />
A. Not sure. The amount of searching i've done over time I could probably answer this, If i'd been at all observant of such details.. but I havn't. Your best help is probably [[User:Fitzcarraldo|Fitzcarraldo's]] [[Search Odds Condensed]] page. --[[User:Murk|Murk]] 17:02, 26 February 2006 (GMT)<br />
<br />
<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. Uncommon. Same thing happend while I was attacking a monkey. --[[User:One of many doctors|One of many doctors]] 01:54, 21 March 2006 (GMT)<br />
* And today my pirate got this message while wielding a cutlass:<br />
:You attack the monkey and miss.<br />
:Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard.<br />
<br />
== Animals ==<br />
<br />
=== Easy Elephant ===<br />
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 />
* 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)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=User:Grigoriy&diff=3947User:Grigoriy2006-04-28T13:14:23Z<p>Grigoriy: </p>
<hr />
<div>The one, the only.</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=3938Requests for information2006-04-28T03:45:10Z<p>Grigoriy: /* Action points (AP) */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== About the wiki ==<br />
The wiki can be used as a reference guide as you explore the island of Shartak. Several players are contributing often to add factual information about locations, items, and classes. You can easily participate and lend a hand.<br />
<br />
Other activities:<br />
*Create or update your personal user page to inform others about your Characters or Interests. (Simply click your name at the top of the page to begin).<br />
*Create or update a page dedicated to informing others about your [[:Category:Clans|Clan]].<br />
*Develop [[suggestions]].<br />
*Report [[bugs]].<br />
*Discuss the [[Game Design|game]].<br />
*Ask a game or wiki-related question '''on this page'''.<br />
<br />
=== Editing ===<br />
<br />
Q. This wiki thing is odd and filled with odd people! I am frightened!<br />
<br />
A. That's not a question! But never fear, the wiki is a great tool that only gets better with more participation and information. Here is the [http://meta.wikimedia.org/wiki/Help:Contents Mediawiki Handbook] for detailed information on how things work. The [http://meta.wikimedia.org/wiki/Help:Editing Help:Editing] section is a handy reference for beginners.<br />
<br />
=== Signature ===<br />
<br />
Q. Typing all that code to sign my posts is tiresome. Is there a better way to do this?<br />
<br />
A. At the top of the edit field, you'll see a series of icons. The second to last icon resembles a partial signature. http://wiki.shartak.com/skins/common/images/button_sig.png Simply click on this icon and it will generate the code to sign your posts.<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I list my uber l33t clan page like the others?<br />
<br />
A. Edit your clan page and add <!-- 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). If you also want to <br />
be listed as a specific type of clan, also add "<nowiki>[[Category:Clans for Outsiders]]</nowiki>" or "<nowiki>[[Category:Clans for Natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>".<br />
<br />
For example, an Outsider-only clan would have: <nowiki>[[Category:Clans]] [[Category:Clans for Outsiders]]</nowiki>.<br />
<br />
<br />
<br />
Q. How do I make the information box that appears on clan pages?<br />
<br />
A. Follow the instructions listed on the [[Template talk:Clanbox|Clanbox talk page]].<br />
<br />
<br />
<br />
Q. How do I make a clan page in the first place? 21:00, 9 March 2006 (GMT)<br />
<br />
A. I find the easiest way is to use url in the address bar and replace anything after '''index.php/''' with the name of your clan. Then click the '''edit''' tab at the top of the page to begin working on your clan page. Once you are finished, click '''Show preview''' to make sure things look correct. After everything looks the way you want, click '''Save page'''.<br />
<br />
If you are having difficulty getting the url to work, you can also use the search bar on the left side of the page and enter your clan page. Then click the "this exact title" link in the first sentence of the search results page. This will take you directly to a page where you can begin working on your clan page.<br />
<br />
== Your vital statistics ==<br />
<br />
=== Hit points (HP) ===<br />
<br />
Q. I've only just started playing. How do you recover your HP?<br />
<br />
A. Food and drink are your friend! You can find food and water by searching, and also the odd med-kit and healing herbs. Watch out for berries, some will restore you and others take it out if you! More information on recovery items are noted on the [[Items]] page.<br />
<br />
=== Action points (AP)===<br />
<br />
Q. How does AP replenish?<br />
<br />
A. You get an extra AP every 20 minutes, up to a maximum of 75. It is reputably possible to have negative AP if you perform an action that takes alot of AP.<br />
<br />
Q. Is the maximum AP your character can have based off of class?<br />
<br />
A.<br />
<br />
=== Experience (XP) ===<br />
<br />
Q. How do you gain experience?<br />
<br />
A. All sorts of ways, but most notably by killing animals, or people! Healing others (including animals) and yourself also gives experience, as does chopping down heavy jungle. More information on methods of earning experience points are noted on the [[XP Gains]] page.<br />
<br />
== Life and death ==<br />
<br />
===Character deaths===<br />
<br />
Q. What happens when you die? --[[User:One of many doctors|One of many doctors]] 23:26, 16 February 2006 (GMT)<br />
<br />
A. You are dead, and you can still walk around, as a spirit. You cannot talk, but some of the skills can help with that. You retain your items but cannot use them. If you go to a shaman he will bring you back to life, or you can use 50 AP to have your spirit moved home (e.g. York, Derby, Dalpok) and revived instantly.<br />
<br />
Q. How much XP is awarded for a player kill? Is it different for killing within your own group (Native killing a native)? Is it relative to the level of the other character?--[[User:Jackel|Jackel]] 14:28, 26 February 2006 (GMT)<br />
<br />
A.<br />
<br />
Q. There is a constant Outsiders Respawning at Dalpok.. they kill natives, the natives resurrect at 1 AP cost , they kill the outsiders , they resurrect at 1 AP cost and so again , and again, and again, and again... the question is "Do really people need to do XP like this?"<br />
--[[User:JonesDye|JonesDye]] 15:08, 18 April 2006 (BST)<br />
<br />
A. This topic is currently being discussed on the unofficial forum. "[http://shartak.forumsplace.com/message-68.html Camping a foreign shaman...]" --[[User:Lint|Lint]] 19:05, 18 April 2006 (BST)<br />
<br />
=== NPC's (Non Player Characters) 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 />
==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. For the record, my machete just became dull after chopping some vegetation. ''You chop down some of the vegetation. Your machete blade becomes dull from the chopping.'' --[[User:Lint|Lint]] 00:11, 18 March 2006 (GMT)<br />
:A. I was attacking another outsider (I was going to heal him, honest!) when my machete broke...<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 />
: 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 />
A.<br />
<br />
<br />
Q. Do poison darts poison?<br />
<br />
A.<br />
<br />
Q. Are poisionous berries usefull for anything? Making poison darts for example.<br />
<br />
A. You get experience for eating them. Not that it is a very economical way of getting experience of course ;-)<br />
<br />
=== Gold ===<br />
<br />
Q. What is gold good for?<br />
<br />
A. Hmm.. good question. Also mentioned on [[Items#Gold_Coins|the items page]] as you get more gold by searching and finding gold coins.<br />
<br />
A2. The only use so far is to '''[[trading|trade]]''' it at one of the trading huts. --[[User:One of many doctors|One of many doctors]] 02:59, 26 March 2006 (BST)<br />
<br />
=== Scavenging skill ===<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.<br />
<br />
==Locations==<br />
<br />
===Jungle===<br />
<br />
Q. Do chopped jungles ever grow back?<br><br />
A. Yes. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)<br />
<br />
Q. If so, how long is the growth rate?<br><br />
A. Not sure, but it's highly noticable if your not in an area which is being constantly tramoked by NPC's and players. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)<br />
<br />
Q. Would jungles grow while you were standing in one?<br><br />
A. Yes. This happened to me many times. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)<br />
<br />
Q. Are search rates changed by the density of the jungle?<br><br />
A. Not sure. The amount of searching i've done over time I could probably answer this, If i'd been at all observant of such details.. but I havn't. Your best help is probably [[User:Fitzcarraldo|Fitzcarraldo's]] [[Search Odds Condensed]] page. --[[User:Murk|Murk]] 17:02, 26 February 2006 (GMT)<br />
<br />
<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. Uncommon. Same thing happend while I was attacking a monkey. --[[User:One of many doctors|One of many doctors]] 01:54, 21 March 2006 (GMT)<br />
* And today my pirate got this message while wielding a cutlass:<br />
:You attack the monkey and miss.<br />
:Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard.<br />
<br />
== Animals ==<br />
<br />
=== Easy Elephant ===<br />
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 />
* 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)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Trading&diff=3937Trading2006-04-28T03:40:03Z<p>Grigoriy: Typo(Survivors are in UD, not Shartak)</p>
<hr />
<div>Trading is a new feature added on the 23rd March. <br />
<br />
In the outsider outposts, you'll find the trading huts of ''Tom, Dick, and Harry.'' (As their names imply, there's nothing special about their inventory -- everyone else is looting the exact same stuff for free from goodie huts about four blocks away from you.)<br />
In the native villages, you'll find the trading huts of "Tamdals" ''Tik, Tack, and Toe.'' (And perhaps if you make a line connecting all three, you'll win!) <br />
The traders appear to stay in business by ripping off travellers who can't speak their language. "Hockackickack Hokbak? Sure, I'll buy that gourd in exchange for my rifles."<br />
<br />
Additional comments can be found on the [[Talk:Trading|talk page]].<br />
<br />
== York ==<br />
The [[York]] trading post is at [-70.367,+26.313]. The trader's name is Trader Harry.<br />
<br />
Trader Harry's prices are apparently stable, April 12 - April 26, 2006. <br />
<br />
{| align="center" border="1" cellpadding="1" style="text-align:center"<br />
|-<br />
! colspan="2" | New York Stock Exchange<br />
|-<br />
| Heavy Sword<br />
| $5000<br />
|-<br />
| Gem<br />
| $1000<br />
|-<br />
| Rifle / Blowpipe <br />
| $300<br />
|-<br />
| GPS Unit<br />
| $250<br />
|-<br />
| FAK / Dried Herbs<br />
| $200<br />
|-<br />
| Cutlass<br />
| ($105-$120)<br />
|-<br />
| Machete<br />
| $100<br />
|- <br />
| Gold Coin<br />
| $100<br />
|- <br />
| Knife / Dagger<br />
| $80<br />
|- <br />
| Blunt Machete<br />
| $70<br />
|-<br />
| Driftwood<br />
| ($65-$75)<br />
|- <br />
| Sharpening Stone<br />
| $50<br />
|- <br />
| Crab<br />
| $50<br />
|- <br />
| Banana / Mango<br />
| $40<br />
|- <br />
| Bottle of Beer<br />
| $40<br />
|- <br />
| Tasty Berries<br />
| $40<br />
|- <br />
| Bottle of Water / Gourd<br />
| $30<br />
|- <br />
| Poisonous Berries<br />
| $20<br />
|- <br />
| Bullets / Poison Darts<br />
| $15<br />
|}<br />
<br />
Stock Exchange Notes: <br />
*These prices reflect trading up: offering multiple lower-priced items in order to buy a higher-priced one. For example, 67 bullets buys a gem, 20 bullets buys a rifle. When trading down, there is usually a commission or round-off error that yields less. For example, a machete was yielding only 5 bullets from Harry. <br />
*Currently the items appear to reflect trades from players rather than a magically refreshed stock. There might be premiums for trading an item to Harry that he does not yet have, or for buying his last unit of an item. <br />
*Be careful of round-off. For example, you'll need two GPS Units to buy one Rifle, even though 17 Bullets gets a GPS and 20 Bullets gets a Rifle. You're better off selling 1 GPS Unit into "cash" (bullets or berries), then accumulating cash to buy a Rifle, rather than cross-trading GPS->Rifle. <br />
*In my experience, you're better off looting the nearby Armoury, and getting your Rifle for free, rather than wasting AP on the stock exchange. <br />
<br />
--[[User:Tycho44|Tycho44]] 19:16, 27 April 2006 (BST)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=User:Grigoriy&diff=3518User:Grigoriy2006-04-10T22:59:18Z<p>Grigoriy: </p>
<hr />
<div>I'm known as Midnight Templar around the rest of the internet.<br />
<br />
[http://www.shartak.com/profile.cgi?id=713 My main profile]<br />
<br />
[http://www.shartak.com/profile.cgi?id=1340 My native]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=3417Suggestions:Items2006-04-07T23:17:16Z<p>Grigoriy: /* Remove uber sword of doom(aka heavy sword) */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
{{Suggestionsnav}}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for [[Items]]. See also the [[Suggestions]] page for other suggestions.<br />
<br />
<br clear="both"><br />
<br />
== Example ==<br />
<br />
To use the template, enter the following, but remove '''emboldened text''':<br />
<br />
<nowiki>===</nowiki>'''Suggestion Name'''<nowiki>===</nowiki><br />
<nowiki>{{suggestion</nowiki>|<br />
suggest_type='''Skill, balance change, improvement, etc'''|<br />
suggest_scope='''Who or what it applies to'''|<br />
suggest_description='''Full description. Check spelling and be descriptive.'''|<br />
suggest_time=<nowiki>~~~~~</nowiki>|<br />
suggest_author=<nowiki>~~~</nowiki>|<br />
suggest_comments=<br />
&lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&gt;<br />
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<br />
== Items ==<br />
<br />
=== *Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
:No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
::I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad Robert|Mad Robert]] 23:50, 19 March 2006 (GMT)<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
::I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
<br />
<br />
:Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square.<br />
<br />
=== Meat ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
* But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
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''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as "1 convert" to outsiders (as opposed to "1 native") and as "1 traitor" to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).<br />
<br />
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)<br />
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=== GPS Unit (Redesign) ===<br />
{{suggestion|<br />
suggest_type=Item, modification|<br />
suggest_scope=GPS unit|<br />
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|<br />
suggest_time=21:48, 23 February 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
* Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
** Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
*** That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
** The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
*** Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
***Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)<br />
***I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)<br />
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=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
* drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
* a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
* special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
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''Comments''<br />
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly. Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as "Empty Inside" or "Shaman's Hut". --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me. About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario. According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island. Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
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'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
*I disagree with some of the logic in this argument. If the heavy sword were a common weapon, then I could understand the concern; however, the "über sword of doom" is hardly of such availability. As far as I know, only one player has the sword. Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect. I would even propose that even more superior weapons are "hidden" around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)<br />
** One player on the [[Game Design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)<br />
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)<br />
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)<br />
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)<br />
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)<br />
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=== Ranged weapons ===<br />
<br />
I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf<br />
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)<br />
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)<br />
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===studded leather & war gear===<br />
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.<br />
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands.<br />
<br />
===animal wearings===<br />
such as teeth and hide could be added to one's [[inventory]] or slot for extra damage, accuracy, etc..</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&diff=3356Talk:Royal Expedition2006-04-06T12:59:50Z<p>Grigoriy: /* a threat from the Disciples of Zeko and/or the Discordian Cargo Cult */</p>
<hr />
<div>==a threat from the Disciples of Zeko and/or the Discordian Cargo Cult==<br />
<br />
actually just the Discordian Cargo Cult, but we've offered an alliance to the Disciples of Zeko, so if they accept they're threatening you too. Stay offf the island. Offf the west coast. Of Shartak. We claimed it first, so just go claim somewhere else. Or join us or die. Your choice.<br />
:With Morgan Freelance being the first one to claim reaching the island, and me being the first one to carve into the island it's rightful ownership, this is an insult to our honor! --[[User:Grigoriy|Grigoriy]] 13:57, 6 April 2006 (BST)<br />
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==New Comments==<br />
Can somebody post targets for expeditions on the page, if they have any? I was helping make a road, and then it turned west and I got confused... Also it would help publicize a little bit. -[[User:BananaBear|BananaBear]] 04:29, 21 March 2006 (GMT)<br />
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Ah yes, I remember passing you a few days back, old chap. Me and the valiant M-Tek are forging that road west vaguely towards the savage's settlement of Wiksik, with occasional help from a silent and mysterious mr Smith. I'm sure I speak for both of us when I encourage you to join us in this worthy endeavour.<br />
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At the time of writing, I believe we are drawing near to the village, and I have left the road to converse with a local. Having declared my allegeance and peacable intentions, I eagerly await his response. --Less Than Lethal<br />
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To all those cutting the road from derby, I would advise you to watch out for the natives, I was just killed by one. I will attempt to contact the Local Shaman, and rejoin the part.-[[User:BananaBear|BananaBear]] 04:38, 28 March 2006 (BST)<br />
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Dear lord, some fool just slew the native I was contacting! There'll be war if this sort of behaviour continues! --Less Than Lethal<br />
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My good sir, I think these natives may have declared war upon us, I do hope you've managed to stay alive, though I haven't seen you lately, and the road seems all but abandoned. I've been on the run in the jungle for a few nights now, When I don't wake up floating over my body that is. -[[User:BananaBear|BananaBear]] 00:36, 3 April 2006 (BST)<br />
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It is no war that was declared upon you, but indeed, Less than Lethal was stunned by my poison darts and had to serve as sacrifice for the initial gathering of the WickSick Headhunters! Anyway, we thank you for this road, as it brings many well shaped heads to Wiksik! You may traffic with the Wiksikans in every way you want, just beware you meet none of those who went 'WickSick'... --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)<br />
<br />
Ahem, on another, non-WickSick note - the Anthropological Society on Shartak Issues is proud to cooperate with the Royal Expedition. We are can not give out stipends yet, but are eager to hear your findings in nicely prepared essays! --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)<br />
<br />
== Old Comments ==<br />
<br />
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)<br />
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)<br />
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]<br />
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)<br />
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)<br />
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)<br />
::::::: Ah, I've found it! There seems to be an abundance of wildlife, did you find any ruins or bushes? --[[User:Grigoriy|Grigoriy]] 12:43, 22 March 2006 (GMT)<br />
::::::::I went through deep water the first time (had a FAK, so I was OK). I am now trying to see if I can get there through shallows only (although I have 2 FAKS just to be sure). I found no ruins, bushes, nor many animals. [[User:Anothertwilight|Anothertwilight]] 22:52, 22 March 2006 (GMT)<br />
::::::::: I died, so the island still isn't entirly mapped :( --[[User:Grigoriy|Grigoriy]] 02:37, 27 March 2006 (BST)<br />
<br><br />
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand. I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal<br />
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)<br />
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]<br />
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)<br />
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)<br />
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right? Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear! And besides, I gotta do ''something'' with my free time... -- Less Than Lethal<br />
::::I've managed to contact one of the natives! See discussion page for more details... -- Less Than Lethal<br />
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:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)<br />
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:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees. We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)<br />
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)<br />
::Pirates really are such dreadfully uncivilised people. Surely we have a duty to keep this island free of uncouth folk? --Less Than Lethal<br />
<br><br />
:Who thinks we should have a clan forum for discussion of plans, status, warnings and pleas for help, etc? I know a guy who would probably host one for us. --Less Than Lethal<br />
::I could start one at any time but there would have to be interest first. --[[User:One of many doctors|One of many doctors]] 00:09, 29 March 2006 (BST)<br />
:::Well it would be a lot easier to organise, plus we could keep this page clear for our public front/recruitment/whatever. --LTL<br />
::I'm for a forum, but I think we should move these comments to the talk page and establish a clan mission first. --[[User:Gandhi|Gandhi]] 01:02, 31 March 2006 (BST)<br />
<br />
== Forum ==<br />
<br />
Took it upon myself to make one. It can be found[http://s9.invisionfree.com/Royal_Expedition/index.php here]. I also moved the comments to clean up our frontpage. Active members of this clan are welcome to become administrators. Just apply.</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&diff=3355Talk:Royal Expedition2006-04-06T12:57:58Z<p>Grigoriy: /* a threat from the Disciples of Zeko and/or the Discordian Cargo Cult */</p>
<hr />
<div>==a threat from the Disciples of Zeko and/or the Discordian Cargo Cult==<br />
<br />
actually just the Discordian Cargo Cult, but we've offered an alliance to the Disciples of Zeko, so if they accept they're threatening you too. Stay offf the island. Offf the west coast. Of Shartak. We claimed it first, so just go claim somewhere else. Or join us or die. Your choice.<br />
:Being the first one to carve any form of claim onto the island, this is an insult to my honor! --[[User:Grigoriy|Grigoriy]] 13:57, 6 April 2006 (BST)<br />
<br />
==New Comments==<br />
Can somebody post targets for expeditions on the page, if they have any? I was helping make a road, and then it turned west and I got confused... Also it would help publicize a little bit. -[[User:BananaBear|BananaBear]] 04:29, 21 March 2006 (GMT)<br />
<br />
Ah yes, I remember passing you a few days back, old chap. Me and the valiant M-Tek are forging that road west vaguely towards the savage's settlement of Wiksik, with occasional help from a silent and mysterious mr Smith. I'm sure I speak for both of us when I encourage you to join us in this worthy endeavour.<br />
<br />
At the time of writing, I believe we are drawing near to the village, and I have left the road to converse with a local. Having declared my allegeance and peacable intentions, I eagerly await his response. --Less Than Lethal<br />
<br />
To all those cutting the road from derby, I would advise you to watch out for the natives, I was just killed by one. I will attempt to contact the Local Shaman, and rejoin the part.-[[User:BananaBear|BananaBear]] 04:38, 28 March 2006 (BST)<br />
<br />
Dear lord, some fool just slew the native I was contacting! There'll be war if this sort of behaviour continues! --Less Than Lethal<br />
<br />
My good sir, I think these natives may have declared war upon us, I do hope you've managed to stay alive, though I haven't seen you lately, and the road seems all but abandoned. I've been on the run in the jungle for a few nights now, When I don't wake up floating over my body that is. -[[User:BananaBear|BananaBear]] 00:36, 3 April 2006 (BST)<br />
<br />
It is no war that was declared upon you, but indeed, Less than Lethal was stunned by my poison darts and had to serve as sacrifice for the initial gathering of the WickSick Headhunters! Anyway, we thank you for this road, as it brings many well shaped heads to Wiksik! You may traffic with the Wiksikans in every way you want, just beware you meet none of those who went 'WickSick'... --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)<br />
<br />
Ahem, on another, non-WickSick note - the Anthropological Society on Shartak Issues is proud to cooperate with the Royal Expedition. We are can not give out stipends yet, but are eager to hear your findings in nicely prepared essays! --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)<br />
<br />
== Old Comments ==<br />
<br />
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)<br />
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)<br />
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]<br />
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)<br />
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)<br />
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)<br />
::::::: Ah, I've found it! There seems to be an abundance of wildlife, did you find any ruins or bushes? --[[User:Grigoriy|Grigoriy]] 12:43, 22 March 2006 (GMT)<br />
::::::::I went through deep water the first time (had a FAK, so I was OK). I am now trying to see if I can get there through shallows only (although I have 2 FAKS just to be sure). I found no ruins, bushes, nor many animals. [[User:Anothertwilight|Anothertwilight]] 22:52, 22 March 2006 (GMT)<br />
::::::::: I died, so the island still isn't entirly mapped :( --[[User:Grigoriy|Grigoriy]] 02:37, 27 March 2006 (BST)<br />
<br><br />
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand. I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal<br />
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)<br />
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]<br />
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)<br />
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)<br />
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right? Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear! And besides, I gotta do ''something'' with my free time... -- Less Than Lethal<br />
::::I've managed to contact one of the natives! See discussion page for more details... -- Less Than Lethal<br />
<br><br />
:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)<br />
<br><br />
:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees. We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)<br />
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)<br />
::Pirates really are such dreadfully uncivilised people. Surely we have a duty to keep this island free of uncouth folk? --Less Than Lethal<br />
<br><br />
:Who thinks we should have a clan forum for discussion of plans, status, warnings and pleas for help, etc? I know a guy who would probably host one for us. --Less Than Lethal<br />
::I could start one at any time but there would have to be interest first. --[[User:One of many doctors|One of many doctors]] 00:09, 29 March 2006 (BST)<br />
:::Well it would be a lot easier to organise, plus we could keep this page clear for our public front/recruitment/whatever. --LTL<br />
::I'm for a forum, but I think we should move these comments to the talk page and establish a clan mission first. --[[User:Gandhi|Gandhi]] 01:02, 31 March 2006 (BST)<br />
<br />
== Forum ==<br />
<br />
Took it upon myself to make one. It can be found[http://s9.invisionfree.com/Royal_Expedition/index.php here]. I also moved the comments to clean up our frontpage. Active members of this clan are welcome to become administrators. Just apply.</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=3239Suggestions:Miscellaneous2006-04-02T16:47:38Z<p>Grigoriy: /* Other */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
{{Suggestionsnav}}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for "other" ideas that don't fit into an easy category. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Other ==<br />
<br />
=== Supplies in settlements ===<br />
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.<br />
<br />
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?<br />
<br />
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]<br />
<br />
''Comments''<br />
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)<br />
: there is,in one of the outsider villages, an ammo cache where you can find ammo reliably in the native villages in the trading posts you can find barely anything(or nothing like my reward for 30AP of searching) -- [[User:Daylan|Daylan]] 00:01, 10 March 2006 (GMT)<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Informational messages ===<br />
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)<br />
<br />
''Comments''<br />
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]<br />
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]<br />
:How about making a list of "informational messages" that might be required? - [[User:Snarf|Snarf]]<br />
:* PlayerX killed PlayerY.<br />
:* PlayerX killed animal.<br />
:* PlayerY died from eating some poisonous berries. (self-inflicted death)<br />
<br />
* Implemented to a certain degree, the first two anyway... if you kill yourself eating berries or from wounds then you just fade away quietly. --[[User:Simon|Simon]] 14:12, 27 March 2006 (BST)<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
<br />
===Ability to use the 'Back' button===<br />
<br />
Just logged on to find my character had been killed. He had been attacked by two different natives. Naturally, I was curious, and looked at the first native's profile. I then tried to go back and view the second native's profile, but the combat messages with his name were gone. It would be nice to have the ability to back up one screen and check the other profiles and information on a screen. --[[User:Meatiershower|Meatiershower]] 17:17, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
* If using firefox or safari, you can probably middle click (if you have a 3 button mouse), or right click and then "Open in new tab/window". That way the profiles open in other windows and you don't lose the messages. --[[User:Simon|Simon]] 18:46, 10 March 2006 (GMT)<br />
**Yep, that one works with firefox on a right-click.[[User:MorkaisChosen|MorkaisChosen]] 16:11, 16 March 2006 (GMT)<br />
* I don't think there's any way to accomplish this functionality because you are technically reloading the map.cgi page by traveling from it and back to it. The map.cgi is a dynamic page so it won't retain the information if you refresh the page like that. Making all the movement pages static would just become a storage problem when handling static pages for thousands of players. Consider opening profile links in new tabs or new windows as Simon has suggested. (As a side note, in my experience with Firefox, if you stay on the map.cgi page, you can use the back and forward histories to a certain degree.) --[[User:Lint|Lint]] 21:46, 10 March 2006 (GMT)<br />
<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
<br />
===Ditch the AP cost of dropping something.===<br />
<br />
I have noticed that when I drop something I lose 1 AP. Could that be changed so that I don't lose any AP when I drop somthing. --[[User:MeatPie|MeatPie]] 07:32, 23 March 2006 (GMT)<br />
<br />
''Comments''<br />
*It does not take AP to drop stuff. --[[User:Grigoriy|Grigoriy]] 17:47, 2 April 2006 (BST)<br />
<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and Tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
<br />
===Changes to the Statistics Page===<br />
The "Statistics on Kills" page is a nice feature, and I think that it could be improved by the addition of two new lists: 1) A list of the "top Native-killers" among Outsiders, and 2) A list of the "top Outsider-killers" among Natives. The lists would rank the top 25 (or however many) of each group by how many of the other group they've killed. These are the most significant statistics in the game after all... as it is now we mainly see which players have killed the most animals, which is almost meaningless. Another idea could be lists of the "Top 25 turncoats" or "top 25 traitors" for each group, which would list the top 25 players that kill their own (e.g. if a Native has killed 15 Natives he would likely be #1 on the Native turncoat list right now). Since the latter list would show everyone who the "PKers" are, it would have the added benefit of discouraging PKing. -[[User:Arminius|Arminius]] 21:11, 24 March 2006 (GMT)<br />
<br />
*Instead of showing 'natives killed' or 'outsiders killed' perhaps it could show which village the victms have come from. Blood fudes between native villages or fierce rivallry between outsider groups are quite common through history.<br />
<br />
=== Pets ===<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 />
<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 />
''Comments''<br />
* The unique animal skill ideas are interesting. If you don't mind, I will append this information to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion. --[[User:Lint|Lint]] 07:21, 25 March 2006 (GMT)<br />
<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
<br />
=== Accessibility For Visually Impaired Players ===<br />
There are a few issues for players using screen reading software that are linked to the information on the map on the main page. The colour of each square is not identified by any text so all the screen reader will say is 'Jungle' etc. Also, the icons indicating things like Huts are not readable so limiting you to knowing what is in each square solely by entering the square and reading the description.<br />
Could it be possible to indicate what is seen in each square using text that would help VI players, some games use hidden text that doesn't interfere with what sighted players see but is echoed by screen readers - comments like 'Jungle 5' for example would be great, whilst the icons could just say what they are. ----[[User:Gubbins|Gubbins]] 16:46, 2 April 2006 (BST)<br />
*Is [http://userscripts.org/scripts/show/3455 this] what you're suggesting? --[[User:Grigoriy|Grigoriy]] 17:43, 2 April 2006 (BST)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=3238Suggestions:Miscellaneous2006-04-02T16:43:42Z<p>Grigoriy: /* Accessibility For Visually Impaired Players */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
{{Suggestionsnav}}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for "other" ideas that don't fit into an easy category. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Other ==<br />
<br />
=== Supplies in settlements ===<br />
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.<br />
<br />
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?<br />
<br />
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]<br />
<br />
''Comments''<br />
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)<br />
: there is,in one of the outsider villages, an ammo cache where you can find ammo reliably in the native villages in the trading posts you can find barely anything(or nothing like my reward for 30AP of searching) -- [[User:Daylan|Daylan]] 00:01, 10 March 2006 (GMT)<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Informational messages ===<br />
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)<br />
<br />
''Comments''<br />
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]<br />
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]<br />
:How about making a list of "informational messages" that might be required? - [[User:Snarf|Snarf]]<br />
:* PlayerX killed PlayerY.<br />
:* PlayerX killed animal.<br />
:* PlayerY died from eating some poisonous berries. (self-inflicted death)<br />
<br />
* Implemented to a certain degree, the first two anyway... if you kill yourself eating berries or from wounds then you just fade away quietly. --[[User:Simon|Simon]] 14:12, 27 March 2006 (BST)<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
<br />
===Ability to use the 'Back' button===<br />
<br />
Just logged on to find my character had been killed. He had been attacked by two different natives. Naturally, I was curious, and looked at the first native's profile. I then tried to go back and view the second native's profile, but the combat messages with his name were gone. It would be nice to have the ability to back up one screen and check the other profiles and information on a screen. --[[User:Meatiershower|Meatiershower]] 17:17, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
* If using firefox or safari, you can probably middle click (if you have a 3 button mouse), or right click and then "Open in new tab/window". That way the profiles open in other windows and you don't lose the messages. --[[User:Simon|Simon]] 18:46, 10 March 2006 (GMT)<br />
**Yep, that one works with firefox on a right-click.[[User:MorkaisChosen|MorkaisChosen]] 16:11, 16 March 2006 (GMT)<br />
* I don't think there's any way to accomplish this functionality because you are technically reloading the map.cgi page by traveling from it and back to it. The map.cgi is a dynamic page so it won't retain the information if you refresh the page like that. Making all the movement pages static would just become a storage problem when handling static pages for thousands of players. Consider opening profile links in new tabs or new windows as Simon has suggested. (As a side note, in my experience with Firefox, if you stay on the map.cgi page, you can use the back and forward histories to a certain degree.) --[[User:Lint|Lint]] 21:46, 10 March 2006 (GMT)<br />
<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
<br />
===Ditch the AP cost of dropping something.===<br />
<br />
I have noticed that when I drop something I lose 1 AP. Could that be changed so that I don't lose any AP when I drop somthing. --[[User:MeatPie|MeatPie]] 07:32, 23 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and Tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
<br />
===Changes to the Statistics Page===<br />
The "Statistics on Kills" page is a nice feature, and I think that it could be improved by the addition of two new lists: 1) A list of the "top Native-killers" among Outsiders, and 2) A list of the "top Outsider-killers" among Natives. The lists would rank the top 25 (or however many) of each group by how many of the other group they've killed. These are the most significant statistics in the game after all... as it is now we mainly see which players have killed the most animals, which is almost meaningless. Another idea could be lists of the "Top 25 turncoats" or "top 25 traitors" for each group, which would list the top 25 players that kill their own (e.g. if a Native has killed 15 Natives he would likely be #1 on the Native turncoat list right now). Since the latter list would show everyone who the "PKers" are, it would have the added benefit of discouraging PKing. -[[User:Arminius|Arminius]] 21:11, 24 March 2006 (GMT)<br />
<br />
*Instead of showing 'natives killed' or 'outsiders killed' perhaps it could show which village the victms have come from. Blood fudes between native villages or fierce rivallry between outsider groups are quite common through history.<br />
<br />
=== Pets ===<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 />
<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 />
''Comments''<br />
* The unique animal skill ideas are interesting. If you don't mind, I will append this information to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion. --[[User:Lint|Lint]] 07:21, 25 March 2006 (GMT)<br />
<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
<br />
=== Accessibility For Visually Impaired Players ===<br />
There are a few issues for players using screen reading software that are linked to the information on the map on the main page. The colour of each square is not identified by any text so all the screen reader will say is 'Jungle' etc. Also, the icons indicating things like Huts are not readable so limiting you to knowing what is in each square solely by entering the square and reading the description.<br />
Could it be possible to indicate what is seen in each square using text that would help VI players, some games use hidden text that doesn't interfere with what sighted players see but is echoed by screen readers - comments like 'Jungle 5' for example would be great, whilst the icons could just say what they are. ----[[User:Gubbins|Gubbins]] 16:46, 2 April 2006 (BST)<br />
: Is [http://userscripts.org/scripts/show/3455 this] what you're suggesting? --[[User:Grigoriy|Grigoriy]] 17:43, 2 April 2006 (BST)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=3237Suggestions:Miscellaneous2006-04-02T16:43:22Z<p>Grigoriy: /* Accessibility For Visually Impaired Players */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
{{Suggestionsnav}}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for "other" ideas that don't fit into an easy category. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Other ==<br />
<br />
=== Supplies in settlements ===<br />
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.<br />
<br />
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?<br />
<br />
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]<br />
<br />
''Comments''<br />
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)<br />
: there is,in one of the outsider villages, an ammo cache where you can find ammo reliably in the native villages in the trading posts you can find barely anything(or nothing like my reward for 30AP of searching) -- [[User:Daylan|Daylan]] 00:01, 10 March 2006 (GMT)<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
=== Informational messages ===<br />
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)<br />
<br />
''Comments''<br />
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]<br />
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]<br />
:How about making a list of "informational messages" that might be required? - [[User:Snarf|Snarf]]<br />
:* PlayerX killed PlayerY.<br />
:* PlayerX killed animal.<br />
:* PlayerY died from eating some poisonous berries. (self-inflicted death)<br />
<br />
* Implemented to a certain degree, the first two anyway... if you kill yourself eating berries or from wounds then you just fade away quietly. --[[User:Simon|Simon]] 14:12, 27 March 2006 (BST)<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
<br />
===Ability to use the 'Back' button===<br />
<br />
Just logged on to find my character had been killed. He had been attacked by two different natives. Naturally, I was curious, and looked at the first native's profile. I then tried to go back and view the second native's profile, but the combat messages with his name were gone. It would be nice to have the ability to back up one screen and check the other profiles and information on a screen. --[[User:Meatiershower|Meatiershower]] 17:17, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
* If using firefox or safari, you can probably middle click (if you have a 3 button mouse), or right click and then "Open in new tab/window". That way the profiles open in other windows and you don't lose the messages. --[[User:Simon|Simon]] 18:46, 10 March 2006 (GMT)<br />
**Yep, that one works with firefox on a right-click.[[User:MorkaisChosen|MorkaisChosen]] 16:11, 16 March 2006 (GMT)<br />
* I don't think there's any way to accomplish this functionality because you are technically reloading the map.cgi page by traveling from it and back to it. The map.cgi is a dynamic page so it won't retain the information if you refresh the page like that. Making all the movement pages static would just become a storage problem when handling static pages for thousands of players. Consider opening profile links in new tabs or new windows as Simon has suggested. (As a side note, in my experience with Firefox, if you stay on the map.cgi page, you can use the back and forward histories to a certain degree.) --[[User:Lint|Lint]] 21:46, 10 March 2006 (GMT)<br />
<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
<br />
===Ditch the AP cost of dropping something.===<br />
<br />
I have noticed that when I drop something I lose 1 AP. Could that be changed so that I don't lose any AP when I drop somthing. --[[User:MeatPie|MeatPie]] 07:32, 23 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and Tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
<br />
===Changes to the Statistics Page===<br />
The "Statistics on Kills" page is a nice feature, and I think that it could be improved by the addition of two new lists: 1) A list of the "top Native-killers" among Outsiders, and 2) A list of the "top Outsider-killers" among Natives. The lists would rank the top 25 (or however many) of each group by how many of the other group they've killed. These are the most significant statistics in the game after all... as it is now we mainly see which players have killed the most animals, which is almost meaningless. Another idea could be lists of the "Top 25 turncoats" or "top 25 traitors" for each group, which would list the top 25 players that kill their own (e.g. if a Native has killed 15 Natives he would likely be #1 on the Native turncoat list right now). Since the latter list would show everyone who the "PKers" are, it would have the added benefit of discouraging PKing. -[[User:Arminius|Arminius]] 21:11, 24 March 2006 (GMT)<br />
<br />
*Instead of showing 'natives killed' or 'outsiders killed' perhaps it could show which village the victms have come from. Blood fudes between native villages or fierce rivallry between outsider groups are quite common through history.<br />
<br />
=== Pets ===<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 />
<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 />
''Comments''<br />
* The unique animal skill ideas are interesting. If you don't mind, I will append this information to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion. --[[User:Lint|Lint]] 07:21, 25 March 2006 (GMT)<br />
<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
<br />
=== Accessibility For Visually Impaired Players ===<br />
There are a few issues for players using screen reading software that are linked to the information on the map on the main page. The colour of each square is not identified by any text so all the screen reader will say is 'Jungle' etc. Also, the icons indicating things like Huts are not readable so limiting you to knowing what is in each square solely by entering the square and reading the description.<br />
Could it be possible to indicate what is seen in each square using text that would help VI players, some games use hidden text that doesn't interfere with what sighted players see but is echoed by screen readers - comments like 'Jungle 5' for example would be great, whilst the icons could just say what they are. ----[[User:Gubbins|Gubbins]] 16:46, 2 April 2006 (BST)<br />
: Is [http://userscripts.org/scripts/show/3455 this] what you're suggesting?</div>Grigoriyhttps://wiki.shartak.com/index.php?title=User_talk:Murk&diff=3023User talk:Murk2006-03-28T00:55:38Z<p>Grigoriy: /* New messages */</p>
<hr />
<div>== The Shartak UBER MAP project ==<br />
<br />
I have created an online and highly detailed map which all Shartak users can contribute to... To see the map so far, and join the project, go to [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP project website] and check it out.<br />
<br />
== Discussing data with Dr.J ==<br />
<br />
[edit, cut] I collect the name as you do, the density and the icons (meaning huts and trees I guess, the "class" data from the table TD tags). I also record the time the square was submitted. Do you want to send me your X,Y,Name,Density,Icons data with time stamps for when it was recorded then, and i'll merge with my data and send you back the super set? How does that sound? --[[User:Murk|Murk]] 21:39, 12 March 2006 (GMT)<br />
<br />
[edit, cut] I've not got time stamps, but that shouldn't be a problem. What format do you want it all in? I could give you access to my database for a bit if that would be easier. --[[User:Dr. J|Dr. J]] 23:26, 12 March 2006 (GMT)<br />
<br />
[edit, cut] I'll leave your time stamps as null, or perhaps set them to me 2 weeks ago so the data is distinguishable. As for format, hm, probably doesn't matter as long as I can parse it, but, how about a CSV or something? If so, "X","Y","Description","icons" would be ideal... how's that? --[[User:Murk|Murk]] 23:50, 12 March 2006 (GMT)<br />
<br />
CSV should be fine. It might have to wait for a while as, with typical good timing, I need a new hard drive as the current one seems to be dying. A map purely by square type would be easy. -- [[User:Dr. J|Dr. J]] 09:31, 13 March 2006 (GMT)<br />
<br />
== New messages ==<br />
<br />
The latest [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Uber map GM script] adds "Satellite" and "Local area" buttons to your display!<br />
:: Awsome! --[[User:Grigoriy|Grigoriy]] 01:55, 28 March 2006 (BST)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Royal_Expedition&diff=2972Royal Expedition2006-03-27T01:37:33Z<p>Grigoriy: /* Comments */</p>
<hr />
<div>{{Clanbox|<br />
clan_name=Royal Expedition|<br />
clan_image=[[Image:Untitled-1 copy.jpg]]|<br />
clan_abbrev=RE|<br />
clan_leaders=None yet|<br />
clan_membership=Golden Eleven|<br />
clan_goals=Increasing our numbers for now|<br />
clan_recruit=Just add your name to the list for now|<br />
clan_contact=|<br />
}}<br />
When Clans are implemented we'll be there.<br><br />
The RE will be a group of all outsiders of all class.<br><br />
Whether you're from York, Derby, or Durham, doesn't matter.<br><br />
Positions? Not a problem yet.<br><br />
We're ironing out the details right now.<br />
<br />
If you're interested in joining then just add your name below.<br />
<br><br />
<br><br />
[http://www.shartak.com/profile.cgi?id=547 Urban Me]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=878 Gandhi]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1079 domokun]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=87 Malphas]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1521 techker7]<br />
<br />
== Comments ==<br />
<br />
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)<br />
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)<br />
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]<br />
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)<br />
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)<br />
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)<br />
::::::: Ah, I've found it! There seems to be an abundance of wildlife, did you find any ruins or bushes? --[[User:Grigoriy|Grigoriy]] 12:43, 22 March 2006 (GMT)<br />
::::::::I went through deep water the first time (had a FAK, so I was OK). I am now trying to see if I can get there through shallows only (although I have 2 FAKS just to be sure). I found no ruins, bushes, nor many animals. [[User:Anothertwilight|Anothertwilight]] 22:52, 22 March 2006 (GMT)<br />
::::::::: I died, so the island still isn't entirly mapped :( --[[User:Grigoriy|Grigoriy]] 02:37, 27 March 2006 (BST)<br />
<br><br />
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand. I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal<br />
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)<br />
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]<br />
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)<br />
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)<br />
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right? Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear! And besides, I gotta do ''something'' with my free time... -- Less Than Lethal<br />
<br><br />
:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)<br />
<br><br />
:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees. We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)<br />
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)<br />
<br />
== News ==<br />
=== 19 March 2006 ===<br />
New member, techker7<br />
=== 18 March 2006 ===<br />
New member, Malphas<br />
=== 12 March 2006 ===<br />
New member, Provisional Recruit-M Tek<br />
=== 6 March 2006 ===<br />
New member, Ownslaught <br />
=== 3 March 2006 === <br />
New member, domokun!<br />
<br />
<br />
[[Category:Clans]] [[Category:Clans for Outsiders]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Royal_Expedition&diff=2971Royal Expedition2006-03-27T01:36:00Z<p>Grigoriy: /* Comments */</p>
<hr />
<div>{{Clanbox|<br />
clan_name=Royal Expedition|<br />
clan_image=[[Image:Untitled-1 copy.jpg]]|<br />
clan_abbrev=RE|<br />
clan_leaders=None yet|<br />
clan_membership=Golden Eleven|<br />
clan_goals=Increasing our numbers for now|<br />
clan_recruit=Just add your name to the list for now|<br />
clan_contact=|<br />
}}<br />
When Clans are implemented we'll be there.<br><br />
The RE will be a group of all outsiders of all class.<br><br />
Whether you're from York, Derby, or Durham, doesn't matter.<br><br />
Positions? Not a problem yet.<br><br />
We're ironing out the details right now.<br />
<br />
If you're interested in joining then just add your name below.<br />
<br><br />
<br><br />
[http://www.shartak.com/profile.cgi?id=547 Urban Me]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=878 Gandhi]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1079 domokun]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=87 Malphas]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1521 techker7]<br />
<br />
== Comments ==<br />
<br />
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)<br />
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)<br />
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]<br />
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)<br />
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)<br />
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)<br />
::::::: Ah, I've found it! There seems to be an abundance of wildlife, did you find any ruins or bushes? --[[User:Grigoriy|Grigoriy]] 12:43, 22 March 2006 (GMT)<br />
::::::::I went through deep water the first time (had a FAK, so I was OK). I am now trying to see if I can get there through shallows only (although I have 2 FAKS just to be sure). I found no ruins, bushes, nor many animals. [[User:Anothertwilight|Anothertwilight]] 22:52, 22 March 2006 (GMT)<br />
::::::::: I died, so the island still isn't entirly mapped :(<br />
<br><br />
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand. I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal<br />
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)<br />
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]<br />
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)<br />
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)<br />
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right? Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear! And besides, I gotta do ''something'' with my free time... -- Less Than Lethal<br />
<br><br />
:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)<br />
<br><br />
:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees. We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)<br />
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)<br />
<br />
== News ==<br />
=== 19 March 2006 ===<br />
New member, techker7<br />
=== 18 March 2006 ===<br />
New member, Malphas<br />
=== 12 March 2006 ===<br />
New member, Provisional Recruit-M Tek<br />
=== 6 March 2006 ===<br />
New member, Ownslaught <br />
=== 3 March 2006 === <br />
New member, domokun!<br />
<br />
<br />
[[Category:Clans]] [[Category:Clans for Outsiders]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Royal_Expedition&diff=2826Royal Expedition2006-03-22T12:46:14Z<p>Grigoriy: /* Comments */</p>
<hr />
<div>{| cellpadding="2" cellspacing="0" border="1" align="right" style="margin-left:0.5em" width=35%<br />
|-<br />
! bgcolor="#556655" align="center" | <font color=#ddeedd size=+1>'''Royal Expedition'''</font><br />
|- <br />
! align="center" bgcolor="#BBBBBB" | [[Image:Untitled-1 copy.jpg]]<br />
|-<br />
|<br />
{|-<br />
| '''Abbreviation:'''<br />
| RE<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Group Numbers:'''<br />
| bgcolor="#eeeeee" align="left" | Golden Eleven<br />
|-<br />
| '''Leadership:'''<br />
| None yet<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Goals:'''<br />
| bgcolor="#eeeeee" align="left" | Increasing our numbers for now<br />
|-<br />
| '''Recruitment policy:'''<br />
| Just add your name to the list for now<br />
|}<br />
|-<br />
|}<br />
<br />
<br />
<br />
<br />
When Clans are implemented we'll be there.<br />
<br>The RE will be a group of all outsiders of all class.<br />
<br>Whether you're from York, Derby, or Durham, doesn't matter.<br />
<br>Positions? Not a problem yet.<br />
<br>We're ironing out the details right now<br />
<br />
If you're interested in joining then just add your name below.<br />
<br><br />
<br><br />
[http://www.shartak.com/profile.cgi?id=547 Urban Me]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=878 Gandhi]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1079 domokun]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=87 Malphas]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1521 techker7]<br />
<br />
== Comments ==<br />
<br />
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)<br />
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)<br />
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]<br />
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)<br />
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)<br />
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)<br />
::::::: Ah, I've found it! There seems to be an abundance of wildlife, did you find any ruins or bushes? --[[User:Grigoriy|Grigoriy]] 12:43, 22 March 2006 (GMT)<br />
<br><br />
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand. I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal<br />
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)<br />
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]<br />
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)<br />
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)<br />
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right? Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear! And besides, I gotta do ''something'' with my free time... -- Less Than Lethal<br />
<br><br />
:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)<br />
<br><br />
:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees. We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)<br />
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)<br />
<br />
== News ==<br />
=== 19 March 2006 ===<br />
New member, techker7<br />
=== 18 March 2006 ===<br />
New member, Malphas<br />
=== 12 March 2006 ===<br />
New member, Provisional Recruit-M Tek<br />
=== 6 March 2006 ===<br />
New member, Ownslaught <br />
=== 3 March 2006 === <br />
New member, domokun!<br />
<br />
<br />
[[Category:Clans]]<br />
[[Category:Clans_for_Outsiders]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Royal_Expedition&diff=2825Royal Expedition2006-03-22T12:43:56Z<p>Grigoriy: /* Comments */</p>
<hr />
<div>{| cellpadding="2" cellspacing="0" border="1" align="right" style="margin-left:0.5em" width=35%<br />
|-<br />
! bgcolor="#556655" align="center" | <font color=#ddeedd size=+1>'''Royal Expedition'''</font><br />
|- <br />
! align="center" bgcolor="#BBBBBB" | [[Image:Untitled-1 copy.jpg]]<br />
|-<br />
|<br />
{|-<br />
| '''Abbreviation:'''<br />
| RE<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Group Numbers:'''<br />
| bgcolor="#eeeeee" align="left" | Golden Eleven<br />
|-<br />
| '''Leadership:'''<br />
| None yet<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Goals:'''<br />
| bgcolor="#eeeeee" align="left" | Increasing our numbers for now<br />
|-<br />
| '''Recruitment policy:'''<br />
| Just add your name to the list for now<br />
|}<br />
|-<br />
|}<br />
<br />
<br />
<br />
<br />
When Clans are implemented we'll be there.<br />
<br>The RE will be a group of all outsiders of all class.<br />
<br>Whether you're from York, Derby, or Durham, doesn't matter.<br />
<br>Positions? Not a problem yet.<br />
<br>We're ironing out the details right now<br />
<br />
If you're interested in joining then just add your name below.<br />
<br><br />
<br><br />
[http://www.shartak.com/profile.cgi?id=547 Urban Me]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=878 Gandhi]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1079 domokun]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=87 Malphas]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1521 techker7]<br />
<br />
== Comments ==<br />
<br />
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)<br />
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)<br />
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]<br />
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)<br />
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)<br />
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)<br />
::::::: Ah, I've found it! --[[User:Grigoriy|Grigoriy]] 12:43, 22 March 2006 (GMT)<br />
<br><br />
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand. I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal<br />
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)<br />
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]<br />
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)<br />
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)<br />
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right? Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear! And besides, I gotta do ''something'' with my free time... -- Less Than Lethal<br />
<br><br />
:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)<br />
<br><br />
:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees. We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)<br />
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)<br />
<br />
== News ==<br />
=== 19 March 2006 ===<br />
New member, techker7<br />
=== 18 March 2006 ===<br />
New member, Malphas<br />
=== 12 March 2006 ===<br />
New member, Provisional Recruit-M Tek<br />
=== 6 March 2006 ===<br />
New member, Ownslaught <br />
=== 3 March 2006 === <br />
New member, domokun!<br />
<br />
<br />
[[Category:Clans]]<br />
[[Category:Clans_for_Outsiders]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Royal_Expedition&diff=2819Royal Expedition2006-03-22T01:56:00Z<p>Grigoriy: /* Comments */</p>
<hr />
<div>{| cellpadding="2" cellspacing="0" border="1" align="right" style="margin-left:0.5em" width=35%<br />
|-<br />
! bgcolor="#556655" align="center" | <font color=#ddeedd size=+1>'''Royal Expedition'''</font><br />
|- <br />
! align="center" bgcolor="#BBBBBB" | [[Image:Untitled-1 copy.jpg]]<br />
|-<br />
|<br />
{|-<br />
| '''Abbreviation:'''<br />
| RE<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Group Numbers:'''<br />
| bgcolor="#eeeeee" align="left" | Golden Eleven<br />
|-<br />
| '''Leadership:'''<br />
| None yet<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Goals:'''<br />
| bgcolor="#eeeeee" align="left" | Increasing our numbers for now<br />
|-<br />
| '''Recruitment policy:'''<br />
| Just add your name to the list for now<br />
|}<br />
|-<br />
|}<br />
<br />
<br />
<br />
<br />
When Clans are implemented we'll be there.<br />
<br>The RE will be a group of all outsiders of all class.<br />
<br>Whether you're from York, Derby, or Durham, doesn't matter.<br />
<br>Positions? Not a problem yet.<br />
<br>We're ironing out the details right now<br />
<br />
If you're interested in joining then just add your name below.<br />
<br><br />
<br><br />
[http://www.shartak.com/profile.cgi?id=547 Urban Me]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=878 Gandhi]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1079 domokun]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=87 Malphas]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1521 techker7]<br />
<br />
== Comments ==<br />
<br />
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)<br />
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)<br />
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]<br />
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)<br />
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)<br />
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)<br />
<br><br />
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand. I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal<br />
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)<br />
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]<br />
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)<br />
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)<br />
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right? Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear! And besides, I gotta do ''something'' with my free time... -- Less Than Lethal<br />
<br><br />
:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)<br />
<br><br />
:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees. We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)<br />
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)<br />
<br />
== News ==<br />
=== 19 March 2006 ===<br />
New member, techker7<br />
=== 18 March 2006 ===<br />
New member, Malphas<br />
=== 12 March 2006 ===<br />
New member, Provisional Recruit-M Tek<br />
=== 6 March 2006 ===<br />
New member, Ownslaught <br />
=== 3 March 2006 === <br />
New member, domokun!<br />
<br />
<br />
[[Category:Clans]]<br />
[[Category:Clans_for_Outsiders]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Royal_Expedition&diff=2763Royal Expedition2006-03-21T02:06:02Z<p>Grigoriy: /* Comments */</p>
<hr />
<div>{| cellpadding="2" cellspacing="0" border="1" align="right" style="margin-left:0.5em" width=35%<br />
|-<br />
! bgcolor="#556655" align="center" | <font color=#ddeedd size=+1>'''Royal Expedition'''</font><br />
|- <br />
! align="center" bgcolor="#BBBBBB" | [[Image:Untitled-1 copy.jpg]]<br />
|-<br />
|<br />
{|-<br />
| '''Abbreviation:'''<br />
| RE<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Group Numbers:'''<br />
| bgcolor="#eeeeee" align="left" | Golden Eleven<br />
|-<br />
| '''Leadership:'''<br />
| None yet<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Goals:'''<br />
| bgcolor="#eeeeee" align="left" | Increasing our numbers for now<br />
|-<br />
| '''Recruitment policy:'''<br />
| Just add your name to the list for now<br />
|}<br />
|-<br />
|}<br />
<br />
<br />
<br />
<br />
When Clans are implemented we'll be there.<br />
<br>The RE will be a group of all outsiders of all class.<br />
<br>Whether you're from York, Derby, or Durham, doesn't matter.<br />
<br>Positions? Not a problem yet.<br />
<br>We're ironing out the details right now<br />
<br />
If you're interested in joining then just add your name below.<br />
<br><br />
<br><br />
[http://www.shartak.com/profile.cgi?id=547 Urban Me]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=878 Gandhi]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1079 domokun]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=87 Malphas]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1521 techker7]<br />
<br />
== Comments ==<br />
<br />
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)<br />
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)<br />
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]<br />
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)<br />
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)<br />
<br><br />
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand. I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal<br />
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)<br />
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]<br />
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)<br />
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)<br />
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right? Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear! And besides, I gotta do ''something'' with my free time... -- Less Than Lethal<br />
<br />
<br><br />
I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)<br />
<br />
== News ==<br />
=== 19 March 2006 ===<br />
New member, techker7<br />
=== 18 March 2006 ===<br />
New member, Malphas<br />
=== 12 March 2006 ===<br />
New member, Provisional Recruit-M Tek<br />
=== 6 March 2006 ===<br />
New member, Ownslaught <br />
=== 3 March 2006 === <br />
New member, domokun!<br />
<br />
<br />
[[Category:Clans]]<br />
[[Category:Clans_for_Outsiders]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Items&diff=2761Items2006-03-21T01:50:29Z<p>Grigoriy: /* Gem */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
Scattered about the island are a number of items that can be found. Some things tend to be found more in the camps and villages, other things are more likely to be found in the jungle.<br />
<br />
See also [[Talk:Items]]<br />
<br />
== Weapons ==<br />
<br />
=== Dagger ===<br />
* '''Base damage''': ''1 point''<br />
* '''Base accuracy''': ''20%''<br />
* '''[[Locations]]''': ''Ruins''<br />
<br />
A native knife. More accurate than a fist.<br />
<br />
=== Knife ===<br />
* '''Base damage''': ''1 point''<br />
* '''Base accuracy''' : ''20%''<br />
* '''[[Locations]]''': ''Villages''<br />
<br />
Required for '''[[Writing|writing messages]]''' on trees or huts. More accurate than a fist.<br />
<br />
=== Blunt Machete ===<br />
* '''Base damage''': ''1 point''<br />
* '''Base accuracy''': ''20%''<br />
* '''[[Locations]]''': ''Villages'', ''Jungle''<br />
<br />
Can be used to chop through jungle or for attacking animals and people. Doesn't always succeed in chopping the jungle.<br />
Using a '''[[Items#Sharpening Stone|sharpening stone]]''', the blunt machete can be sharpened to become a '''[[Items#Machete|machete]]'''.<br />
<br />
=== Machete ===<br />
* '''Base damage''': ''2 points''<br />
* '''Base accuracy''': ''20%''<br />
* '''[[Locations]]''': ''Villages'', ''Jungle''<br />
<br />
Rather useful for chopping through the jungle, and also for dealing more damage than just punching.<br />
<br />
=== Blunt Cutlass ===<br />
* '''Base damage''': ''1 point''<br />
* '''Base accuracy''': ''20%''<br />
* '''[[Locations]]''': ''Ship''<br />
<br />
Can be used to chop through jungle or for attacking animals and people. Doesn't always succeed in chopping the jungle. Seems identical to '''[[Items#Blunt machete|blunt machete]]''' <br />
Using a '''[[Items#Sharpening Stone|sharpening stone]]''', the blunt machete can be sharpened to become a '''[[Items#Cutlass|cutlass]]'''.<br />
<br />
=== Cutlass ===<br />
* '''Base damage''': ''2 points''<br />
* '''Base accuracy''': ''20%''<br />
* '''[[Locations]]''': ''Ship''<br />
<br />
Rather useful for chopping through the jungle, and also for dealing more damage than just punching. Starting equipment for Pirate. Seems identical to '''[[Items# Machete| machete]]''' <br />
<br />
=== Heavy Sword ===<br />
* '''Base damage''': ''4 points''<br />
* '''Base accuracy''': ''20%''<br />
* '''[[Locations]]''': ''Jungle'' (?)<br />
* '''Used by''': Outsiders (Natives?? UNVERIFIED!)<br />
<br />
Seems to be a quite capable weapon, ready to deal signifigant melee damage.<br />
<br />
=== Blowpipe ===<br />
* '''Base damage''': ''4 points''<br />
* '''Base accuracy''': ''20%''<br />
* '''[[Locations]]''': ''Villages''<br />
* '''Used by''': Natives (Outsiders require the '''[[Skills|Native Knowledge]]''' skill)<br />
<br />
Needs ammo - '''[[Items#Poison Dart|poison darts]]'''. Holds 1 dart at a time.<br />
<br />
=== Rifle ===<br />
* '''Base damage''': ''5 points''<br />
* '''Base accuracy''' : ''20%''<br />
* '''[[Locations]]''': ''Villages''<br />
* '''Used by''': Outsiders (Natives require the '''[[Skills|Outsider Knowledge]]''' skill)<br />
<br />
Needs ammo - '''[[Items#Rifle Bullet|rifle bullets]]'''. Holds 2 bullets at a time.<br />
<br />
== Ammunition ==<br />
<br />
=== Poison Dart ===<br />
* '''[[Locations]]''': ''Villages''<br />
* '''Used by''': Natives (Outsiders require the '''[[Skills|Native Knowledge]]''' skill)<br />
<br />
Used as ammo for the '''[[Items#Blowpipe|blowpipe]]'''. Found as singles or in ''bundles'' with up to 7 in a bundle (?)<br />
<br />
=== Rifle Bullet ===<br />
* '''[[Locations]]''': ''Villages''<br />
* '''Used by''': Outsiders (Natives require the '''[[Skills|Outsider Knowledge]]''' skill)<br />
<br />
Used as ammo for the '''[[Items#Rifle|rifle]]'''. Found as singles or in ''boxes'' with up to 7 in a box (?)<br />
<br />
== Recovery ==<br />
<br />
=== First Aid Kit ===<br />
* '''Restores''': ''5 points'' (''10 points'' with the '''[[Skills|First Aid]]''' skill)<br />
* '''[[Locations]]''': ''Villages''<br />
* '''Used by''': Outsiders (Natives require the '''[[Skills|Outsider Knowledge]]''' skill)<br />
<br />
Can be applied on others and self.<br />
<br />
=== Healing Herbs ===<br />
* '''Restores''': ''5 points'' (''10 points'' with the '''[[Skills|Natural Medicine]]''' skill)<br />
* '''[[Locations]]''': ''Villages'', ''Grasslands'', ''Ruins''<br />
* '''Used by''': Natives (Outsiders require the '''[[Skills|Native Knowledge]]''' skill)<br />
<br />
Can be applied on others and self.<br />
<br />
Outsiders without the '''Native Knowledge''' skill recognize this item as '''Dried Herbs'''.<br />
<br />
=== Banana ===<br />
* '''Restores''': ''1 point''<br />
* '''[[Locations]]''': ''Jungle'' (Banana tree)<br />
<br />
Can be found hanging on trees and lying loose around the jungle.<br />
<br />
=== Berries, Poisonous ===<br />
* '''Inflicts''': ''-2 points''<br />
* '''[[Locations]]''': ''Jungle'' (Berry bush)<br />
<br />
Natives can determine the difference (Outsiders require the '''[[Skills|Native Knowledge]]''' skill)<br />
<br />
=== Berries, Tasty ===<br />
* '''Restores''': ''2 points''<br />
* '''[[Locations]]''': ''Jungle''<br />
<br />
Natives can determine the difference (Outsiders require the '''[[Skills|Native Knowledge]]''' skill)<br />
<br />
=== Mango ===<br />
* '''Restores''': ''1 point''<br />
* '''[[Locations]]''': ''Jungle'' (Mango tree)<br />
<br />
Can be found hanging on trees and lying loose around the jungle.<br />
<br />
=== Bottle of Beer ===<br />
* '''Restores''': ''2 points''<br />
* '''[[Locations]]''': ''Villages''<br />
* Used by: Outsiders (and Natives?)<br />
<br />
=== Bottle of Water ===<br />
* '''Restores''': ''5 points''<br />
* '''[[Locations]]''': ''Villages''<br />
* Used by: Outsiders (and Natives?)<br />
<br />
=== Gourd of Water ===<br />
* '''Restores''': ''1 point''<br />
* '''[[Locations]]''': ''Jungle''<br />
<br />
== Miscellaneous ==<br />
<br />
=== Gold Coins ===<br />
* '''[[Locations]]''': ''Villages'', ''Jungle'', ''Beach''<br />
<br />
Well it's gold, perhaps if I find a boat and get off this island I can trade it! You can toss a coin in the air and see if it lands heads or tails.<br />
<br />
=== Piece of Driftwood ===<br />
* '''[[Locations]]''': ''Beach''<br />
<br />
The driftwood looks pretty useless.<br />
<br />
=== Sharpening Stone ===<br />
* '''[[Locations]]''': ''Villages''<br />
<br />
Used to sharpen '''[[Items#Blunt Machete|blunt machetes]]'''.<br />
<br />
=== Poisonous Snake ===<br />
* '''[[Locations]]''': ''Grasslands''<br />
<br />
I have no idea what this is for.<br />
<br />
=== Crab ===<br />
* '''[[Locations]]''': ''Beach''<br />
<br />
Can't figure out how to use a crab.<br />
<br />
=== Gem ===<br />
* '''[[Locations]]''': ''Ruins, pirate ship's hold''<br />
<br />
I don't know how to use it.<br />
<br />
=== GPS Unit ===<br />
* '''[[Locations]]''': ''Villages''<br />
* '''Used by''': Outsiders (Natives require the '''[[Skills|Outsider Knowledge]]''' skill)<br />
<br />
Shows the location of your character.<br />
<br />
Coordinates are in the form [-70.366, 26.443], where the first number is the X coordinate (longitude) and the second is the Y coordinate (latitude). Moving a single square represents a change in coordinate in that direction of 0.001.<br />
<br />
Seems that signal is available only in non dense jungle areas.--[[User:Wcervantes|Wcervantes]] 19:00, 16 February 2006 (GMT)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=User:Grigoriy&diff=2737User:Grigoriy2006-03-20T13:08:24Z<p>Grigoriy: </p>
<hr />
<div>I'm known as Midnight Templar around the rest of the internet.<br />
<br />
[http://www.shartak.com/profile.cgi?id=713 My main profile]<br />
<br />
[http://www.shartak.com/profile.cgi?id=1340 My native]<br />
<br />
[http://www.shartak.com/game.cgi My Pirate]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=2726Suggestions:Items2006-03-19T23:38:33Z<p>Grigoriy: /* *Absinth */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
{{Suggestionsnav}}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for [[Items]]. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Items ==<br />
<br />
=== *Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
:No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
<br />
<br />
:Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square.<br />
<br />
=== Meat ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
* But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
<br />
=== GPS Unit (Redesign) ===<br />
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
<br />
''Comments''<br />
* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
* Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
** Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
*** That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
** The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
*** Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
* drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
* a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
* special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly. Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as "Empty Inside" or "Shaman's Hut". --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me. About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario. According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island. Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
<br />
<br />
=== Ranged weapons ===<br />
<br />
I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf<br />
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)<br />
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=2725Suggestions:Items2006-03-19T23:37:58Z<p>Grigoriy: /* *Absinth */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
{{Suggestionsnav}}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for [[Items]]. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Items ==<br />
<br />
=== *Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
No reason to drink it then? <br />
--[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
<br />
<br />
:Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square.<br />
<br />
=== Meat ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
* But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
<br />
=== GPS Unit (Redesign) ===<br />
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
<br />
''Comments''<br />
* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
* Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
** Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
*** That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
** The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
*** Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
* drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
* a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
* special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly. Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as "Empty Inside" or "Shaman's Hut". --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me. About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario. According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island. Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
<br />
<br />
=== Ranged weapons ===<br />
<br />
I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf<br />
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)<br />
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Suggestions:Items&diff=2724Suggestions:Items2006-03-19T23:37:38Z<p>Grigoriy: /* *Absinth */</p>
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{{Suggestionsnav}}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for [[Items]]. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Items ==<br />
<br />
=== *Absinth ===<br />
Could have a very low chance of being found, and would display as "Bottle of absinth" (in addition to the existing "Bottle of beer" and "Bottle of water"). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)<br />
No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)<br />
<br />
=== Spear ===<br />
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)<br />
<br />
''Comments''<br />
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)<br />
<br />
=== Head-shrinking powder ===<br />
This could be either a melee or area weapon used by natives.<br />
<br />
''Comments''<br />
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]<br />
<br />
<br />
:Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square.<br />
<br />
=== Meat ===<br />
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]<br />
<br />
''Comments''<br />
* But you can only carry 200 pounds of meat back to your wagon. <nowiki></oregontrail></nowiki> --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)<br />
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)<br />
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]<br />
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished "health pool" any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf<br />
**''There is a large pot of stew cooking, it appears to be half full.''<br />
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]<br />
<br />
=== Radio beacon/receiver ===<br />
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.<br />
<br />
''Comments''<br />
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]<br />
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)<br />
<br />
=== Holy Scriptures ===<br />
Used to convert Natives into Ousiders. Requires "Religious Devotion". Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
*Nobody wants to have a class change againt their will. -Grigoriy<br />
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)<br />
<br />
=== GPS Unit (Redesign) ===<br />
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)<br />
<br />
''Comments''<br />
* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)<br />
* Y'know, the "GPS Unit" item has stuck out like a sore thumb to me too. I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless. But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)<br />
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)<br />
** Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself. If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation. (Both pages mention a "chronometer" which was finally invented to try to solve that problem.) On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones. A quote from the Lewis & Clark page: "If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith." So. I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness. That could even go in the FAQ. I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base. In closing, I still like Lint's ideas about making it cost AP and require suitable terrain. The former would represent the investment of time in setting up the equipment and doing the calculations. The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)<br />
*** That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the "Skillful Sextant Supervisor" skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)<br />
** The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)<br />
*** Just consider it a redesigned sextant that some mythical character dropped around the island and call it "Professor Inglewood's Speedy Sextant And Nano Tables" or some other such nonesense and leave it working the same, just with a different name. As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)<br />
<br />
=== Refillable containers ===<br />
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent. Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:<br />
* drinking too much "ocean" water will make you sick (reducing your hit % temporarily)<br />
* a "create mysterious serum" skill the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.<br />
* special healing water springs that have double the recuperative effect<br />
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be "healers" willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)<br />
<br />
''Comments''<br />
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)<br />
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)<br />
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly. Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as "Empty Inside" or "Shaman's Hut". --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me. About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario. According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island. Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)<br />
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)<br />
<br />
=== Remove uber sword of doom(aka heavy sword) ===<br />
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.<br> <br />
<br />
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.<br><br />
<br />
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.<br />
<br />
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have "wasted" the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.<br />
<br />
'''Comments'''<br />
<br />
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)<br />
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)<br />
<br />
<br />
=== Ranged weapons ===<br />
<br />
I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf<br />
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)<br />
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Bugs&diff=2723Bugs2006-03-19T23:33:32Z<p>Grigoriy: /* Poisonous bush? */</p>
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This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
== Possible Bugs ==<br />
<br />
=== Not able to attack animals ===<br />
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says "Jungle<br />
A number of small trees here aren't that much taller than the heavy undergrowth." --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)<br />
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)<br />
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)<br />
<br />
=== Only healing 5hp with Healing Herb Skill===<br />
My native villager has the skill under triage that says it heals 10hp with healing herbs, but she only healed herself 5hp. If it is meant to only heal others, the description should be changed to indicate such please.--[[User:Bluff|Bluff]] 23:20, 16 March 2006 (GMT)<br />
* Should be ok. Let me know if it happens again. --[[User:Simon|Simon]] 01:32, 17 March 2006 (GMT)<br />
<br />
=== Tree without icon ===<br />
I saw a tree at [-70.087,+26.377], but there was no icon. I guess it could be deliberate, but I thought that I should mention it. --[[User:Dr. J|Dr. J]] 08:45, 10 March 2006 (GMT)<br />
<br />
Tree icons only show when the density is low enough I believe... If you find a location with a tree/bush and you "uncover" it, by chopping, you gain a small amount of experience for doing so. Don't know if this only happens once or every time though as it only happened to me once so far. Could this be the reason for your problem? --[[User:Murk|Murk]] 14:58, 13 March 2006 (GMT)<br />
<br />
===Unable to Log in===<br />
I am unable to sign on as either of my characters for the last two days. When I try I get a "sorry, you need to be logged in to access this page" message. Is something wrong with the sight? [[User:Abe Froeman|Abe Froeman]]<br />
* Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --[[User:Simon|Simon]] <br />
* Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. [[User:Abe Froeman|Abe Froeman]]<br />
* Enable cookies in your browser<br />
* I guess the question is: what has changed in the last couple of days? Nothing to do with cookies at the server end, have you tried a different browser? Flush cookies in your browser? When you go to the front page (having already logged in), does it say that you're currently logged in or does it simply give the login box? --[[User:Simon|Simon]]<br />
* It symply says I need to be logged in to do that, as If I had logged out and then tried to get back in. I did clear a large amount of spy ware, but urban dead is still working fine. I realize this is probably a very specific problem, but I like this game and would hate to have to start over with a new character. I appreciate any advice anyone can give. This is the page it sends me to when I try to log on as either of my characters. It doesn't say I have the wrong password or that I am already logged in. http://www.shartak.com/game.cgi [[User:Abe Froeman|Abe Froeman]]<br />
* What browser are you using? Have you tried a different browser? Perhaps remove all cookies for the domain shartak.com (might show up as www.shartak.com or shartak.com) and try again. If none of these ideas work, I'd be interested to know if setting up a new character solves the problem or if you still have trouble signing in with a brand new character. Obviously if you can then logout and log back in as your original character, you don't have to carry on with the new one although there's no reason why you can't play a couple of different characters. If you wish to continue this by email, you can use the email user link on my user page, or use the address mentioned in the FAQ under the "I found a bug" question. --[[User:Simon|Simon]] 01:22, 9 March 2006 (GMT)<br />
* I've just seen this demonstrated - you have to go to http://www.shartak.com/ to login, not just http://shartak.com/ - I've fixed it so that going to the latter should redirect you to the right place. --[[User:Simon|Simon]] 14:56, 11 March 2006 (GMT)<br />
<br />
===Still wounded after resurrection===<br />
After dying of a Shark attack wound (lose 1 HP per AP until healed with a First Aid kit) my Outsider waited 50AP and contacted the Shaman. I am still recieving the "You lose 1 HP from an old wound. Use a first aid kit to stop the bleeding before you die." message. I have spent 25 AP (and hence HP) attempting to find a FAK. I am morbidly curious to see if I find one before I die of this wound a 2nd time. [[User:Anothertwilight|Anothertwilight]] 02:49, 15 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
: Well, I died of my 'wound' before finding a first aid kit. That's 58 AP searching, no FAK (1 AP to move away from Shaman to see if that square had a different FAK find rate and 1 AP eating a mango). I have moved back to the Shaman's square and am now waiting to see if he can get it right _this_ time. [[User:Anothertwilight|Anothertwilight]] 22:44, 15 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
:: I can only suggest either requesting a heal from other players or to make your way to each hut and find one that contains medical supplies. I believe that the shark bite resembles the infection in Urban Dead so it's most likely you'll still have the wound this second time. To my knowledge, it hasn't been a problem for survivors there and I'm not completely convinced that it is a problem for characters here. However, I can agree that is seems a bit out of theme for the wound to persist after being resurrected and wouldn't object to a change. --[[User:Lint|Lint]] 00:05, 16 March 2006 (GMT)<br />
::: 2nd resurrection and still was wounded. Found a FAK with another 4 AP searching. I agree that the behaviour matches UDs 'infection-after-revive' but there is a better thematic justification there. It seems inconsistent that being trampled to death by an elephant (say) is something that the Shamanistic process can reverse, rebuild or remove (you come back with full HP) but a shark attack/bite does some kind of damage to either your teleported body (presuming that resurrection uses your old meat) or to your spirit (presuming resurrection uses your metaphysical self as a kind of template for a rebuild) that the Shaman ignores or cannot deal with. I have no problem with it (makes island hopping that much harder *grin*), but would prefer to see you come back with half HP (like UD) to indicate that the process is less than perfect across the board. [[User:Anothertwilight|Anothertwilight]] 01:59, 16 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
::::This is somewhat covered by the [[Game_Design#Contact_Shaman|Contact Shaman]] section of [[Game Design]]. Perhaps it's worth continuing this over there instead. I do agree that something needs to be done about the way the revives are handled, I'm just not sure what. --[[User:Simon|Simon]] 02:55, 16 March 2006 (GMT)<br />
<br />
=== 2 written messages on one space ===<br />
<br />
While burning up AP searching through a mango tree, I noticed someone had carved a message on it. Actually, 2 people had written messages on it, and as I searched, it fluctuated bewteen the two. I've never seen this before, maybe the jungle square counted as one available writing place, and the mango tree itself counted as another? --[[User:Jackel|Jackel]] 15:02, 19 March 2006 (GMT)<br />
<br />
* That's clever stuff. Shouldn't happen though. Were there two other people there as well who kept changing it back and forth? Any idea of the GPS co-ords of that tree? --[[User:Simon|Simon]] 18:32, 19 March 2006 (GMT)<br />
<br />
== Fixed Bugs ==<br />
<br />
=== Writing Whilst Dead ===<br />
I can write in the sand whilst dead. Should I be able to? --[[User:Dr. J|Dr. J]] 09:02, 4 March 2006 (GMT)<br />
:Umm, no. Bug has been fixed. --[[User:Simon|Simon]] 10:31, 4 March 2006 (GMT)<br />
<br />
=== Rats in Rocks ===<br />
I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was "map density" --[[User:Dr. J|Dr. J]] 16:42, 15 February 2006 (GMT)<br />
:They'd obviously crawled down a crack that was too narrow to show up on the map. --[[User:Snarf|Snarf]] 19:22, 15 February 2006 (GMT)<br />
:: :P Well ok, so it's a graphics glitch then as the rock wasn't shown. --[[User:Dr. J|Dr. J]] 00:21, 16 February 2006 (GMT)<br />
:: Have you seen this again or was it just twice? --[[User:Simon|Simon]] 10:33, 24 February 2006 (GMT)<br />
<br />
=== Consistent Animal Spawning ===<br />
I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square. I killed it, another one appeared, killed that, and now there's another one there. Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill. Is animal spawning non-random or is this a coincidence? If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco<br />
:This happened to me, except with parrots. I don't think its unusual or bad to find a "den" where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--[[User:Jackel|Jackel]] 17:45, 23 February 2006 (GMT)<br />
<br />
:Seen this too now, with parrots, does look buggy to me. --[[User:Murk|Murk]] 18:25, 23 February 2006 (GMT)<br />
<br />
::This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --[[User:Simon|Simon]] 20:43, 23 February 2006 (GMT)<br />
<br />
=== Character Creation ===<br />
Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error "Please ensure you fill in all fields marked with a *" Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank. (All 16 of them) and get the same error. I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already. --[[User:Feegle|Feegle]] 16:07, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
I encountered the same error as well. --[[User:aidurandal|aidurandal]] 16:36, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me as well.--[[User:Dr. Doom|Dr. Doom]] 16:50, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Encountered the same error. --[[User:Caribbean Ghost|Caribbean Ghost]] 17:47, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me.When are they going to fix this??--[[User:X10000|X10000|]]<br />
<br />
-Calm down, X10000. I first reported this bug under three hours ago. Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day. I suspect he'll fix it as fast as he can. --[[User:Feegle|Feegle]] 18:56, 11 February 2006 (GMT)<br />
<br />
- Sorry. Should be fixed now. --[[User:Simon|Simon]] 23:01, 11 February 2006 (GMT)<br />
<br />
=== Profile Error Relating to Hit Limit? ===<br />
My characters (3 of them) all have "This character not subject to the IP limit" at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Whoops! Fixed now. -Simon<br />
<br />
=== Refresh uses AP ===<br />
<br />
When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - [[User:Durja|Durja]] 18:16, 5 February 2006 (GMT)<br />
:This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon<br />
::Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - [[User:Durja|Durja]] 21:15, 5 February 2006 (GMT)<br />
::To rework the movement may be a bit complicated. How about just having a button labelled "Refresh" that doesn't use any AP? -Simon<br />
::: That would be very much appricated. Thanks. [[User:Durja|Durja]] 18:12, 6 February 2006 (GMT)<br />
::: Refresh Page button added -[[User:Simon|Simon]] 09:47, 7 February 2006 (GMT)<br />
<br />
===Grassland Colour===<br />
<br />
Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --[[User:Kevan|Kevan]] 13:06, 30 January 2006 (GMT)<br />
:Fixed, just cosmetic hiccup --[[User:Simon|Simon]] 22:02, 3 February 2006 (GMT)<br />
<br />
===Yellow Jungle===<br />
<br />
Moai's found some [http://i1.tinypic.com/n3kt91.jpg mysterious yellow jungle squares] near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --[[User:Kevan|Kevan]] 09:17, 3 February 2006 (GMT)<br />
:Fixed, purely cosmetic --[[User:Simon|Simon]] 11:54, 3 February 2006 (GMT)<br />
<br />
=== Animals don't pursue players ===<br />
<br />
As documented [[Talk:Tips_and_Tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)<br />
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)<br />
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)<br />
:::Hopefully not! I'll keep an eye out for animals taking a bath though. --[[User:Simon|Simon]] 01:22, 5 March 2006 (GMT)<br />
<br />
<br />
=== Not being resurrected ===<br />
My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --[[User:Dr. J|Dr. J]] 23:19, 6 March 2006 (GMT)<br />
:Whoops, my fault. Seems the script that handles resurrecting of both animals and players at shaman locations wasn't running for a couple of days. Should be working again now. --[[User:Simon|Simon]] 00:09, 7 March 2006 (GMT)<br />
::I'm seeing quite a lot more animals now. After you posted this, 3 appeared immediately surrounding one of my characters. Killed 2, one moved on, and a different animal appeared a little later. Earlier today it felt like a very deserted island. Maybe just a fluke, my other character didn't see any after this post. --[[User:Frisco|Frisco]] 06:50, 7 March 2006 (GMT)<br />
<br />
=== GPS Underground ===<br />
GPS probably shouldn't work in caves/tunnels etc.<br />
:No, they shouldn't.. and hopefully they don't any more. --[[User:Simon|Simon]] 00:49, 7 March 2006 (GMT)<br />
<br />
=== Ruins no huts shown, but three choices? ===<br />
At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?<br />
#should the huts or at least a single hut be shown?<br />
#should there be three huts in one square?<br />
#should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : "Enter Hut"<br />
:It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1" "Enter Hut 2" etc. --[[User:Simon|Simon]] 16:42, 1 March 2006 (GMT)<br />
I found another square of ruins (some sort of jail) with no hut, I'll get the GPS co-ords later.--[[User:Grigoriy|Grigoriy]] 13:10, 13 March 2006 (GMT)<br />
<br />
== Not Bugs ==<br />
<br />
<br />
===Poisonous bush?===<br />
My native has gotten nothing but poisonous berries from a bush. Is it a bug or did I just find some poisonous bush?--[[User:Grigoriy|Grigoriy]] 13:06, 14 March 2006 (GMT)<br />
:My native has found two different berry bushes, each seems to give consistently one or the other of the berry types. [[User:Anothertwilight|Anothertwilight]] 02:44, 15 March 2006 (GMT)<br />
:Why would this be considered a bug? A strawberry bush would never produce a blueberry, bushes should (and do) produce only one kind; EITHER poisonous OR tasty.--[[User:Jackel|Jackel]] 14:57, 19 March 2006 (GMT)<br />
:Sorry, I wasn't sure. --[[User:Grigoriy|Grigoriy]] 23:33, 19 March 2006 (GMT)<br />
<br />
=== Map Page off by 3 Pixels ===<br />
The map.cgi image seems to be vertically off by 3 pixels from what it was before.--[[User:Frisco|Frisco]] 01:49, 14 March 2006 (GMT)<br />
* Nothing has changed on the image script for over a month. In what way is it off? Are you referring to it being offset within map.html or just when you view the image on its own? --[[User:Simon|Simon]] 09:40, 14 March 2006 (GMT)<br />
** My mistake; had some problem with a recent metamap and noticed that recent submissions' map 6x6 pixels were off by 3 from the edge of the map, turns out they've always been that way. I hadn't realised that someone had submitted a map that was aligned to the top edge, and this messed things up for me. Sorry for the confusion!<br />
<br />
=== Finding Dropped Items ===<br />
I dropped my machete by mistake due to clumsy fingers. Searching doesn't find it again - surely if I drop something I should be able to pick it up again? --[[User:Torok|Torok]]<br />
:As with UD (the game Shartak is based on) dropping something is akin to getting rid of it. This isn't a bug, just don't have clumsy fingers--[[User:Jackel|Jackel]] 17:41, 23 February 2006 (GMT)<br />
:Quite right. I have considered implementing semi-sticky objects such that if you drop something, and then search immediately, you'll actually find the thing you dropped, but thought that might annoy rather than actually be useful since often if you drop something you don't want to find it again! --[[User:Simon|Simon]]<br />
:What about doing it on purpose to pass on objects? Could it work?--[[User:Wcervantes|Wcervantes]] 03:51, 24 February 2006 (GMT)<br />
:No, the way I was considering implementing it, if X drops the object, only X would find it. X and Y could both drop separate items but would never specifically find the item the other person dropped (they could find another item with the same name depending on luck though!) The ability to exchange items directly with other people is something that will most likely never be added as this could encourage people to make multiple characters, some of whom only search for specific items and then hand them over to the main character. --[[User:Simon|Simon]]<br />
<br />
=== IP Hit Limit 250? ===<br />
I have been playing three characters, but hit the IP limit after only moving two of my characters, and then only partially. It seems that it may not have the 250 hit limit as explained. Is it possible that it does not? EDIT- Just moved my three characters. 45AP, 30AP, 75AP, ran out of hits before I used all the points. Seems 150 or so appears to be the limit?--[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Have been unable to reproduce this problem, but there are 4 characters not 3 with the same IP as yours. --[[User:Simon|Simon]] 17:04, 14 February 2006 (GMT)<br />
::Roger that, started another since original posting, Simon. I suppose I should ask exactly what the IP limit is (250, as stated?), and then back-track from there to make sure there actually is a problem. Also, when the 24 hour period resets? That will give me a time to count from.--[[User:Meatiershower|Meatiershower]] 21:49, 14 February 2006 (GMT)<br />
::: Simon - It appears that there is no bug. I just made 244 moves, and looked at a Profile or two also. Miscounting on my part most likely. I'm liking this game more and more too. Fast AP recovery, cool stuff to find (just found a knife), high AP total, etc. Fun. --[[User:Meatiershower|Meatiershower]] 00:33, 15 February 2006 (GMT)<br />
:::: Excellent. Moving to "Not a bug" --[[User:Simon|Simon]] 01:58, 15 February 2006 (GMT)<br />
<br />
=== Negative AP? ===<br />
<br />
Moving in water with only a single AP resulted in me having -1 AP. - Dr. J<br />
:Water movement (as standard) takes 2AP. Negative AP is perfectly possible, I don't consider this to be a bug. - Simon</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Bugs&diff=2722Bugs2006-03-19T23:33:04Z<p>Grigoriy: </p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
== Possible Bugs ==<br />
<br />
=== Not able to attack animals ===<br />
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says "Jungle<br />
A number of small trees here aren't that much taller than the heavy undergrowth." --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)<br />
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)<br />
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)<br />
<br />
=== Only healing 5hp with Healing Herb Skill===<br />
My native villager has the skill under triage that says it heals 10hp with healing herbs, but she only healed herself 5hp. If it is meant to only heal others, the description should be changed to indicate such please.--[[User:Bluff|Bluff]] 23:20, 16 March 2006 (GMT)<br />
* Should be ok. Let me know if it happens again. --[[User:Simon|Simon]] 01:32, 17 March 2006 (GMT)<br />
<br />
=== Tree without icon ===<br />
I saw a tree at [-70.087,+26.377], but there was no icon. I guess it could be deliberate, but I thought that I should mention it. --[[User:Dr. J|Dr. J]] 08:45, 10 March 2006 (GMT)<br />
<br />
Tree icons only show when the density is low enough I believe... If you find a location with a tree/bush and you "uncover" it, by chopping, you gain a small amount of experience for doing so. Don't know if this only happens once or every time though as it only happened to me once so far. Could this be the reason for your problem? --[[User:Murk|Murk]] 14:58, 13 March 2006 (GMT)<br />
<br />
===Unable to Log in===<br />
I am unable to sign on as either of my characters for the last two days. When I try I get a "sorry, you need to be logged in to access this page" message. Is something wrong with the sight? [[User:Abe Froeman|Abe Froeman]]<br />
* Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --[[User:Simon|Simon]] <br />
* Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. [[User:Abe Froeman|Abe Froeman]]<br />
* Enable cookies in your browser<br />
* I guess the question is: what has changed in the last couple of days? Nothing to do with cookies at the server end, have you tried a different browser? Flush cookies in your browser? When you go to the front page (having already logged in), does it say that you're currently logged in or does it simply give the login box? --[[User:Simon|Simon]]<br />
* It symply says I need to be logged in to do that, as If I had logged out and then tried to get back in. I did clear a large amount of spy ware, but urban dead is still working fine. I realize this is probably a very specific problem, but I like this game and would hate to have to start over with a new character. I appreciate any advice anyone can give. This is the page it sends me to when I try to log on as either of my characters. It doesn't say I have the wrong password or that I am already logged in. http://www.shartak.com/game.cgi [[User:Abe Froeman|Abe Froeman]]<br />
* What browser are you using? Have you tried a different browser? Perhaps remove all cookies for the domain shartak.com (might show up as www.shartak.com or shartak.com) and try again. If none of these ideas work, I'd be interested to know if setting up a new character solves the problem or if you still have trouble signing in with a brand new character. Obviously if you can then logout and log back in as your original character, you don't have to carry on with the new one although there's no reason why you can't play a couple of different characters. If you wish to continue this by email, you can use the email user link on my user page, or use the address mentioned in the FAQ under the "I found a bug" question. --[[User:Simon|Simon]] 01:22, 9 March 2006 (GMT)<br />
* I've just seen this demonstrated - you have to go to http://www.shartak.com/ to login, not just http://shartak.com/ - I've fixed it so that going to the latter should redirect you to the right place. --[[User:Simon|Simon]] 14:56, 11 March 2006 (GMT)<br />
<br />
===Still wounded after resurrection===<br />
After dying of a Shark attack wound (lose 1 HP per AP until healed with a First Aid kit) my Outsider waited 50AP and contacted the Shaman. I am still recieving the "You lose 1 HP from an old wound. Use a first aid kit to stop the bleeding before you die." message. I have spent 25 AP (and hence HP) attempting to find a FAK. I am morbidly curious to see if I find one before I die of this wound a 2nd time. [[User:Anothertwilight|Anothertwilight]] 02:49, 15 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
: Well, I died of my 'wound' before finding a first aid kit. That's 58 AP searching, no FAK (1 AP to move away from Shaman to see if that square had a different FAK find rate and 1 AP eating a mango). I have moved back to the Shaman's square and am now waiting to see if he can get it right _this_ time. [[User:Anothertwilight|Anothertwilight]] 22:44, 15 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
:: I can only suggest either requesting a heal from other players or to make your way to each hut and find one that contains medical supplies. I believe that the shark bite resembles the infection in Urban Dead so it's most likely you'll still have the wound this second time. To my knowledge, it hasn't been a problem for survivors there and I'm not completely convinced that it is a problem for characters here. However, I can agree that is seems a bit out of theme for the wound to persist after being resurrected and wouldn't object to a change. --[[User:Lint|Lint]] 00:05, 16 March 2006 (GMT)<br />
::: 2nd resurrection and still was wounded. Found a FAK with another 4 AP searching. I agree that the behaviour matches UDs 'infection-after-revive' but there is a better thematic justification there. It seems inconsistent that being trampled to death by an elephant (say) is something that the Shamanistic process can reverse, rebuild or remove (you come back with full HP) but a shark attack/bite does some kind of damage to either your teleported body (presuming that resurrection uses your old meat) or to your spirit (presuming resurrection uses your metaphysical self as a kind of template for a rebuild) that the Shaman ignores or cannot deal with. I have no problem with it (makes island hopping that much harder *grin*), but would prefer to see you come back with half HP (like UD) to indicate that the process is less than perfect across the board. [[User:Anothertwilight|Anothertwilight]] 01:59, 16 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
::::This is somewhat covered by the [[Game_Design#Contact_Shaman|Contact Shaman]] section of [[Game Design]]. Perhaps it's worth continuing this over there instead. I do agree that something needs to be done about the way the revives are handled, I'm just not sure what. --[[User:Simon|Simon]] 02:55, 16 March 2006 (GMT)<br />
<br />
=== 2 written messages on one space ===<br />
<br />
While burning up AP searching through a mango tree, I noticed someone had carved a message on it. Actually, 2 people had written messages on it, and as I searched, it fluctuated bewteen the two. I've never seen this before, maybe the jungle square counted as one available writing place, and the mango tree itself counted as another? --[[User:Jackel|Jackel]] 15:02, 19 March 2006 (GMT)<br />
<br />
* That's clever stuff. Shouldn't happen though. Were there two other people there as well who kept changing it back and forth? Any idea of the GPS co-ords of that tree? --[[User:Simon|Simon]] 18:32, 19 March 2006 (GMT)<br />
<br />
== Fixed Bugs ==<br />
<br />
=== Writing Whilst Dead ===<br />
I can write in the sand whilst dead. Should I be able to? --[[User:Dr. J|Dr. J]] 09:02, 4 March 2006 (GMT)<br />
:Umm, no. Bug has been fixed. --[[User:Simon|Simon]] 10:31, 4 March 2006 (GMT)<br />
<br />
=== Rats in Rocks ===<br />
I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was "map density" --[[User:Dr. J|Dr. J]] 16:42, 15 February 2006 (GMT)<br />
:They'd obviously crawled down a crack that was too narrow to show up on the map. --[[User:Snarf|Snarf]] 19:22, 15 February 2006 (GMT)<br />
:: :P Well ok, so it's a graphics glitch then as the rock wasn't shown. --[[User:Dr. J|Dr. J]] 00:21, 16 February 2006 (GMT)<br />
:: Have you seen this again or was it just twice? --[[User:Simon|Simon]] 10:33, 24 February 2006 (GMT)<br />
<br />
=== Consistent Animal Spawning ===<br />
I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square. I killed it, another one appeared, killed that, and now there's another one there. Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill. Is animal spawning non-random or is this a coincidence? If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco<br />
:This happened to me, except with parrots. I don't think its unusual or bad to find a "den" where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--[[User:Jackel|Jackel]] 17:45, 23 February 2006 (GMT)<br />
<br />
:Seen this too now, with parrots, does look buggy to me. --[[User:Murk|Murk]] 18:25, 23 February 2006 (GMT)<br />
<br />
::This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --[[User:Simon|Simon]] 20:43, 23 February 2006 (GMT)<br />
<br />
=== Character Creation ===<br />
Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error "Please ensure you fill in all fields marked with a *" Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank. (All 16 of them) and get the same error. I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already. --[[User:Feegle|Feegle]] 16:07, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
I encountered the same error as well. --[[User:aidurandal|aidurandal]] 16:36, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me as well.--[[User:Dr. Doom|Dr. Doom]] 16:50, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Encountered the same error. --[[User:Caribbean Ghost|Caribbean Ghost]] 17:47, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me.When are they going to fix this??--[[User:X10000|X10000|]]<br />
<br />
-Calm down, X10000. I first reported this bug under three hours ago. Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day. I suspect he'll fix it as fast as he can. --[[User:Feegle|Feegle]] 18:56, 11 February 2006 (GMT)<br />
<br />
- Sorry. Should be fixed now. --[[User:Simon|Simon]] 23:01, 11 February 2006 (GMT)<br />
<br />
=== Profile Error Relating to Hit Limit? ===<br />
My characters (3 of them) all have "This character not subject to the IP limit" at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Whoops! Fixed now. -Simon<br />
<br />
=== Refresh uses AP ===<br />
<br />
When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - [[User:Durja|Durja]] 18:16, 5 February 2006 (GMT)<br />
:This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon<br />
::Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - [[User:Durja|Durja]] 21:15, 5 February 2006 (GMT)<br />
::To rework the movement may be a bit complicated. How about just having a button labelled "Refresh" that doesn't use any AP? -Simon<br />
::: That would be very much appricated. Thanks. [[User:Durja|Durja]] 18:12, 6 February 2006 (GMT)<br />
::: Refresh Page button added -[[User:Simon|Simon]] 09:47, 7 February 2006 (GMT)<br />
<br />
===Grassland Colour===<br />
<br />
Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --[[User:Kevan|Kevan]] 13:06, 30 January 2006 (GMT)<br />
:Fixed, just cosmetic hiccup --[[User:Simon|Simon]] 22:02, 3 February 2006 (GMT)<br />
<br />
===Yellow Jungle===<br />
<br />
Moai's found some [http://i1.tinypic.com/n3kt91.jpg mysterious yellow jungle squares] near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --[[User:Kevan|Kevan]] 09:17, 3 February 2006 (GMT)<br />
:Fixed, purely cosmetic --[[User:Simon|Simon]] 11:54, 3 February 2006 (GMT)<br />
<br />
=== Animals don't pursue players ===<br />
<br />
As documented [[Talk:Tips_and_Tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)<br />
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)<br />
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)<br />
:::Hopefully not! I'll keep an eye out for animals taking a bath though. --[[User:Simon|Simon]] 01:22, 5 March 2006 (GMT)<br />
<br />
<br />
=== Not being resurrected ===<br />
My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --[[User:Dr. J|Dr. J]] 23:19, 6 March 2006 (GMT)<br />
:Whoops, my fault. Seems the script that handles resurrecting of both animals and players at shaman locations wasn't running for a couple of days. Should be working again now. --[[User:Simon|Simon]] 00:09, 7 March 2006 (GMT)<br />
::I'm seeing quite a lot more animals now. After you posted this, 3 appeared immediately surrounding one of my characters. Killed 2, one moved on, and a different animal appeared a little later. Earlier today it felt like a very deserted island. Maybe just a fluke, my other character didn't see any after this post. --[[User:Frisco|Frisco]] 06:50, 7 March 2006 (GMT)<br />
<br />
=== GPS Underground ===<br />
GPS probably shouldn't work in caves/tunnels etc.<br />
:No, they shouldn't.. and hopefully they don't any more. --[[User:Simon|Simon]] 00:49, 7 March 2006 (GMT)<br />
<br />
=== Ruins no huts shown, but three choices? ===<br />
At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?<br />
#should the huts or at least a single hut be shown?<br />
#should there be three huts in one square?<br />
#should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : "Enter Hut"<br />
:It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1" "Enter Hut 2" etc. --[[User:Simon|Simon]] 16:42, 1 March 2006 (GMT)<br />
I found another square of ruins (some sort of jail) with no hut, I'll get the GPS co-ords later.--[[User:Grigoriy|Grigoriy]] 13:10, 13 March 2006 (GMT)<br />
<br />
== Not Bugs ==<br />
<br />
<br />
===Poisonous bush?===<br />
My native has gotten nothing but poisonous berries from a bush. Is it a bug or did I just find some poisonous bush?--[[User:Grigoriy|Grigoriy]] 13:06, 14 March 2006 (GMT)<br />
:My native has found two different berry bushes, each seems to give consistently one or the other of the berry types. [[User:Anothertwilight|Anothertwilight]] 02:44, 15 March 2006 (GMT)<br />
:Why would this be considered a bug? A strawberry bush would never produce a blueberry, bushes should (and do) produce only one kind; EITHER poisonous OR tasty.--[[User:Jackel|Jackel]] 14:57, 19 March 2006 (GMT)<br />
:Sorry, I wasn't sure. <br />
<br />
=== Map Page off by 3 Pixels ===<br />
The map.cgi image seems to be vertically off by 3 pixels from what it was before.--[[User:Frisco|Frisco]] 01:49, 14 March 2006 (GMT)<br />
* Nothing has changed on the image script for over a month. In what way is it off? Are you referring to it being offset within map.html or just when you view the image on its own? --[[User:Simon|Simon]] 09:40, 14 March 2006 (GMT)<br />
** My mistake; had some problem with a recent metamap and noticed that recent submissions' map 6x6 pixels were off by 3 from the edge of the map, turns out they've always been that way. I hadn't realised that someone had submitted a map that was aligned to the top edge, and this messed things up for me. Sorry for the confusion!<br />
<br />
=== Finding Dropped Items ===<br />
I dropped my machete by mistake due to clumsy fingers. Searching doesn't find it again - surely if I drop something I should be able to pick it up again? --[[User:Torok|Torok]]<br />
:As with UD (the game Shartak is based on) dropping something is akin to getting rid of it. This isn't a bug, just don't have clumsy fingers--[[User:Jackel|Jackel]] 17:41, 23 February 2006 (GMT)<br />
:Quite right. I have considered implementing semi-sticky objects such that if you drop something, and then search immediately, you'll actually find the thing you dropped, but thought that might annoy rather than actually be useful since often if you drop something you don't want to find it again! --[[User:Simon|Simon]]<br />
:What about doing it on purpose to pass on objects? Could it work?--[[User:Wcervantes|Wcervantes]] 03:51, 24 February 2006 (GMT)<br />
:No, the way I was considering implementing it, if X drops the object, only X would find it. X and Y could both drop separate items but would never specifically find the item the other person dropped (they could find another item with the same name depending on luck though!) The ability to exchange items directly with other people is something that will most likely never be added as this could encourage people to make multiple characters, some of whom only search for specific items and then hand them over to the main character. --[[User:Simon|Simon]]<br />
<br />
=== IP Hit Limit 250? ===<br />
I have been playing three characters, but hit the IP limit after only moving two of my characters, and then only partially. It seems that it may not have the 250 hit limit as explained. Is it possible that it does not? EDIT- Just moved my three characters. 45AP, 30AP, 75AP, ran out of hits before I used all the points. Seems 150 or so appears to be the limit?--[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Have been unable to reproduce this problem, but there are 4 characters not 3 with the same IP as yours. --[[User:Simon|Simon]] 17:04, 14 February 2006 (GMT)<br />
::Roger that, started another since original posting, Simon. I suppose I should ask exactly what the IP limit is (250, as stated?), and then back-track from there to make sure there actually is a problem. Also, when the 24 hour period resets? That will give me a time to count from.--[[User:Meatiershower|Meatiershower]] 21:49, 14 February 2006 (GMT)<br />
::: Simon - It appears that there is no bug. I just made 244 moves, and looked at a Profile or two also. Miscounting on my part most likely. I'm liking this game more and more too. Fast AP recovery, cool stuff to find (just found a knife), high AP total, etc. Fun. --[[User:Meatiershower|Meatiershower]] 00:33, 15 February 2006 (GMT)<br />
:::: Excellent. Moving to "Not a bug" --[[User:Simon|Simon]] 01:58, 15 February 2006 (GMT)<br />
<br />
=== Negative AP? ===<br />
<br />
Moving in water with only a single AP resulted in me having -1 AP. - Dr. J<br />
:Water movement (as standard) takes 2AP. Negative AP is perfectly possible, I don't consider this to be a bug. - Simon</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Royal_Expedition&diff=2701Royal Expedition2006-03-19T01:14:30Z<p>Grigoriy: /* News */ Corrected dates</p>
<hr />
<div>{| cellpadding="2" cellspacing="0" border="1" align="right" style="margin-left:0.5em" width=35%<br />
|-<br />
! bgcolor="#556655" align="center" | <font color=#ddeedd size=+1>'''Royal Expedition'''</font><br />
|- <br />
! align="center" bgcolor="#BBBBBB" | [[Image:Untitled-1 copy.jpg]]<br />
|-<br />
|<br />
{|-<br />
| '''Abbreviation:'''<br />
| RE<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Group Numbers:'''<br />
| bgcolor="#eeeeee" align="left" | Big Ten <br />
|-<br />
| '''Leadership:'''<br />
| None yet<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Goals:'''<br />
| bgcolor="#eeeeee" align="left" | Increasing our numbers for now<br />
|-<br />
| '''Recruitment policy:'''<br />
| Just add your name to the list for now<br />
|}<br />
|-<br />
|}<br />
<br />
<br />
<br />
<br />
When Clans are implemented we'll be there.<br />
<br>The RE will be a group of all outsiders of all class.<br />
<br>Whether you're from York, Derby, or Durham, doesn't matter.<br />
<br>Positions? Not a problem yet.<br />
<br>We're ironing out the details right now<br />
<br />
If you're interested in joining then just add your name below.<br />
<br><br />
<br><br />
[http://www.shartak.com/profile.cgi?id=547 Urban Me]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=878 Gandhi]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1079 domokun]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=87 Malphas]<br />
<br />
== Comments ==<br />
<br />
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)<br />
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)<br />
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]<br />
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)<br />
<br><br />
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand. I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal<br />
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)<br />
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]<br />
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)<br />
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)<br />
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right? Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear! And besides, I gotta do ''something'' with my free time... -- Less Than Lethal<br />
<br />
<br><br />
I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)<br />
<br />
== News ==<br />
=== 18 March 2006 ===<br />
New member,Malphas<br />
=== 12 March 2006 ===<br />
New member, Provisional Recruit-M Tek<br />
=== 6 March 2006 ===<br />
New member, Ownslaught <br />
=== 3 March 2006 === <br />
New member, domokun!<br />
<br />
<br />
[[Category:Clans]]<br />
[[Category:Clans_for_Outsiders]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Talk:Skills&diff=2698Talk:Skills2006-03-18T21:34:26Z<p>Grigoriy: /* Exploration skill questions */</p>
<hr />
<div>Both of my characters lack '''Animal Affinity'''. Only my Shaman has access to '''Sixth Sense''' and the '''Ghostly whisper''' branch. And only my Soldier has access to the '''Firearms Training''' branch. So I'm going to guess that there's more of a difference between the classes than just starting items. Unlike ... a certain other grid-mapped browser-based MMORPG ... there does not appear to be a way to acquire the inherent class skills you do not start with. --[[User:Lint|Lint]] 08:34, 17 February 2006 (GMT)<br />
:My scientist is capable of learning those same trees as your Shaman, <del>I wonder if its safe to assume those two classes have skill trees that correspond to each other, along with Soldier/Warrior, Explorer/Scout and Settler/Villager?--[[User:Jackel|Jackel]] 18:24, 23 February 2006 (GMT)</del> Disregard, I just made a native scout, who has the same skill trees as my Scientist. The firearms skills may be reserved for Soldiers (and perhaps eventually Warriors). Who has access to Animal Affinity? Perhaps its a skill that has been rev'ed out?--[[User:Jackel|Jackel]] 21:00, 23 February 2006 (GMT) <br />
<br />
If you look a the page for classes I am pretty sure it says that the class you pick determines your skills when maxxed(and your hp I figured that out) I am guessing it is to make the game have a few differences between endgame characters... smart idea nobody can be an all in wonder maybe eventually the classes will have to work together to get stuff done. -- [[User:Daylan|Daylan]] 08:25, 18 February 2006 (GMT)<br />
<br />
Am I reading this correctly? Ghostly whisper - Allows spirits to speak,Sixth Sense - Sense presence of and hear spirits. Is it just me or does this imply that to hear sprits you need to a) have 6th sense and b)spirt needs ghostly whisper? -- [[User:Daylan|Daylan]] 14:23, 18 February 2006 (GMT)<br />
<br />
For the record, it has been my experience with '''Triage''' that this skill does not give any indication for weakened animals regardless of how low their HP is. I haven't been around other players often enough to see if it displays their HP. From the description, I wonder if it only works if there are multiple targets in the current area. --[[User:Lint|Lint]] 07:19, 26 February 2006 (GMT)<br />
<br />
Turns out that there is a skill called first aid(checking stats page for classes skills table I saw murk has it), I added it-- [[User:Daylan|Daylan]] 02:17, 3 March 2006 (GMT) <br />
<br />
So far it has been confirmed that settlers get animal affinity-- [[User:Daylan|Daylan]] 07:13, 6 March 2006 (GMT)<br />
<br />
== Exploration skill questions ==<br />
<br />
Lacking cartography, I expected that the exposed areas of my map would soon be replaced with the "fog", indicating I'd forgotten those places, but this hasn't happened at all. How does the "forgetting" manifest? How does cartography impact the game if the person's map doesn't fog up again?<br />
<br />
Without cartography, blocks of your map will disappear, and become black again. --[[User:Murk|Murk]] 19:35, 23 February 2006 (GMT)<br />
:Any idea how long it takes, Murk? I've been playing for over 2 weeks and its never lost anything, as far as I can tell. Not that I'm complaining =] --[[User:Jackel|Jackel]] 20:23, 23 February 2006 (GMT)<br />
:I can't remember too well to be honest, i've had cartography a long time now, but i can see the evidence of it on my map in the part of the map i visited before i got cartography. Maybe there is a problem with it... --[[User:Murk|Murk]] 21:56, 23 February 2006 (GMT)<br />
<br />
Also, anyone with the "trekking" care to explain its benefit? Without it, it costs 1 AP to move 1 space, does trekking make it even cheaper to move? Does it let you move through overgrown areas without having to chop through?--[[User:Jackel|Jackel]] 18:43, 23 February 2006 (GMT)<br />
<br />
Trekking reduces your move AP usage by half. Only moving though, chopping remains 1 AP. Thus if you have to chop every move this skill will reduce your movement from 2 AP per move to 1.5 AP per move, but from 1 AP per move to 0.5 AP per move if you can find a clear path. --[[User:Murk|Murk]] 19:33, 23 February 2006 (GMT)<br />
<br />
Note that it won't show your your AP as being X.5, it will always be displayed as a whole number. --[[User:Grigoriy|Grigoriy]] 21:33, 18 March 2006 (GMT)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Talk:Skills&diff=2697Talk:Skills2006-03-18T21:33:10Z<p>Grigoriy: /* Exploration skill questions */</p>
<hr />
<div>Both of my characters lack '''Animal Affinity'''. Only my Shaman has access to '''Sixth Sense''' and the '''Ghostly whisper''' branch. And only my Soldier has access to the '''Firearms Training''' branch. So I'm going to guess that there's more of a difference between the classes than just starting items. Unlike ... a certain other grid-mapped browser-based MMORPG ... there does not appear to be a way to acquire the inherent class skills you do not start with. --[[User:Lint|Lint]] 08:34, 17 February 2006 (GMT)<br />
:My scientist is capable of learning those same trees as your Shaman, <del>I wonder if its safe to assume those two classes have skill trees that correspond to each other, along with Soldier/Warrior, Explorer/Scout and Settler/Villager?--[[User:Jackel|Jackel]] 18:24, 23 February 2006 (GMT)</del> Disregard, I just made a native scout, who has the same skill trees as my Scientist. The firearms skills may be reserved for Soldiers (and perhaps eventually Warriors). Who has access to Animal Affinity? Perhaps its a skill that has been rev'ed out?--[[User:Jackel|Jackel]] 21:00, 23 February 2006 (GMT) <br />
<br />
If you look a the page for classes I am pretty sure it says that the class you pick determines your skills when maxxed(and your hp I figured that out) I am guessing it is to make the game have a few differences between endgame characters... smart idea nobody can be an all in wonder maybe eventually the classes will have to work together to get stuff done. -- [[User:Daylan|Daylan]] 08:25, 18 February 2006 (GMT)<br />
<br />
Am I reading this correctly? Ghostly whisper - Allows spirits to speak,Sixth Sense - Sense presence of and hear spirits. Is it just me or does this imply that to hear sprits you need to a) have 6th sense and b)spirt needs ghostly whisper? -- [[User:Daylan|Daylan]] 14:23, 18 February 2006 (GMT)<br />
<br />
For the record, it has been my experience with '''Triage''' that this skill does not give any indication for weakened animals regardless of how low their HP is. I haven't been around other players often enough to see if it displays their HP. From the description, I wonder if it only works if there are multiple targets in the current area. --[[User:Lint|Lint]] 07:19, 26 February 2006 (GMT)<br />
<br />
Turns out that there is a skill called first aid(checking stats page for classes skills table I saw murk has it), I added it-- [[User:Daylan|Daylan]] 02:17, 3 March 2006 (GMT) <br />
<br />
So far it has been confirmed that settlers get animal affinity-- [[User:Daylan|Daylan]] 07:13, 6 March 2006 (GMT)<br />
<br />
== Exploration skill questions ==<br />
<br />
Lacking cartography, I expected that the exposed areas of my map would soon be replaced with the "fog", indicating I'd forgotten those places, but this hasn't happened at all. How does the "forgetting" manifest? How does cartography impact the game if the person's map doesn't fog up again?<br />
<br />
Without cartography, blocks of your map will disappear, and become black again. --[[User:Murk|Murk]] 19:35, 23 February 2006 (GMT)<br />
:Any idea how long it takes, Murk? I've been playing for over 2 weeks and its never lost anything, as far as I can tell. Not that I'm complaining =] --[[User:Jackel|Jackel]] 20:23, 23 February 2006 (GMT)<br />
:I can't remember too well to be honest, i've had cartography a long time now, but i can see the evidence of it on my map in the part of the map i visited before i got cartography. Maybe there is a problem with it... --[[User:Murk|Murk]] 21:56, 23 February 2006 (GMT)<br />
<br />
Also, anyone with the "trekking" care to explain its benefit? Without it, it costs 1 AP to move 1 space, does trekking make it even cheaper to move? Does it let you move through overgrown areas without having to chop through?--[[User:Jackel|Jackel]] 18:43, 23 February 2006 (GMT)<br />
<br />
Trekking reduces your move AP usage by half. Only moving though, chopping remains 1 AP. Thus if you have to chop every move this skill will reduce your movement from 2 AP per move to 1.5 AP per move, but from 1 AP per move to 0.5 AP per move if you can find a clear path. --[[User:Murk|Murk]] 19:33, 23 February 2006 (GMT)<br />
<br />
Note that it won't show your your AP as being X.5, it will always display as a whole number. --[[User:Grigoriy|Grigoriy]] 21:33, 18 March 2006 (GMT)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=2696Suggestions:Game mechanics2006-03-18T21:30:02Z<p>Grigoriy: /* Know you foes */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
{{Suggestionsnav}}<br />
<br />
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.<br />
<br />
Begin a new item with a * and "sign" your suggestions using <nowiki>-- ~~~~</nowiki> so we know who to blame ;)<br />
<br />
Bug reports should go on the [[Bugs]] page.<br />
<br />
This is the suggestions page for game mechanics. See also the [[Suggestions]] page for other suggestions.<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
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. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<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 />
=== Capturing villages ===<br />
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? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<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 />
=== Unique skills ===<br />
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. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<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 />
''Comments''<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 />
: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 />
=== Pet System ===<br />
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. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<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 />
=== Profile Effect Items ===<br />
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
* I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)<br />
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a "create mask" option which then removes the required items and the mask appears in your inventory (and profile).<br />
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
* I just hope that this idea motivates players to try new things ("I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!") and not feel that the game is just about collecting items ("Well, I got all the masks. I guess I'm done with the game."). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)<br />
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless "fancy hats" that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)<br />
<br />
=== Unique Item Hunt ===<br />
'''Event''' ''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)<br />
<br />
=== Know you foes ===<br />
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is "attack random outsiders" or "attack none". I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).<br />
<br />
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.<br />
<br />
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but... -- Leaf<br />
<br />
''Comments''<br />
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)<br />
<br />
=== Forest Fire ===<br />
'''Event''' 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 Grassland or 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). --[[User:Lint|Lint]] 03:58, 17 March 2006 (GMT)<br />
<br />
''Comments''<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 />
<br />
=== The Ghost Elephant ===<br />
'''Event''' Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies. --[[User:Lint|Lint]] 03:58, 17 March 2006 (GMT)<br />
<br />
''Comments''<br />
<br />
Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)<br />
<br />
Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)<br />
<br />
In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur. The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast? If not, then once one person finds it, they can just call everyone over to the same square. This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)<br />
<br />
I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)<br />
<br />
It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)<br />
<br />
:I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!<br>Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.<br>I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should "teleport", after a certain amount of time in an area - "A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well."<br>I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Requests_for_information&diff=2691Requests for information2006-03-18T15:51:32Z<p>Grigoriy: /* Items */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
== About the wiki ==<br />
<br />
=== Editing ===<br />
<br />
Q. This wiki thing is odd and filled with odd people! I am frightened!<br />
<br />
A. That's not a question! But never fear, the wiki is a great tool that only gets better with more participation and information. Here is the [http://meta.wikimedia.org/wiki/Help:Contents Mediawiki Handbook] for detailed information on how things work. The [http://meta.wikimedia.org/wiki/Help:Editing Help:Editing] section is a handy reference for beginners.<br />
<br />
=== Signature ===<br />
<br />
Q. Typing all that code to sign my posts is tiresome. Is there a better way to do this?<br />
<br />
A. At the top of the edit field, you'll see a series of icons. The second to last icon resembles a partial signature. Simply click on this icon and it will generate the code to sign your posts.<br />
<br />
=== Clan pages ===<br />
<br />
Q. How do I list my uber l33t clan page like the others?<br />
<br />
A. Edit your clan page and add <!-- 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). If you also want to <br />
be listed as a specific type of clan, also add "<nowiki>[[Category:Clans for Outsiders]]</nowiki>" or "<nowiki>[[Category:Clans for Natives]]</nowiki>" or "<nowiki>[[Category:Clans for both]]</nowiki>".<br />
<br />
For example, an Outsider-only clan would have: <nowiki>[[Category:Clans]] [[Category:Clans for Outsiders]]</nowiki>.<br />
<br />
<br />
<br />
Q. How do I make the information box that appears on clan pages?<br />
<br />
A. At the moment there is not a way to do this besides copying the code they use and pasting it in your clan page. Make sure you properly edit it to display your own information.<br />
<br />
<br />
<br />
Q. How do I make a clan page in the first place? 21:00, 9 March 2006 (GMT)<br />
<br />
A. I find the easiest way is to use url in the address bar and replace anything after '''index.php/''' with the name of your clan. Then click the '''edit''' tab at the top of the page to begin working on your clan page. Once you are finished, click '''Show preview''' to make sure things look correct. After everything looks the way you want, click '''Save page'''.<br />
<br />
If you are having difficulty getting the url to work, you can also use the search bar on the left side of the page and enter your clan page. Then click the "this exact title" link in the first sentence of the search results page. This will take you directly to a page where you can begin working on your clan page.<br />
<br />
== Your vital statistics ==<br />
<br />
=== Hit points (HP) ===<br />
<br />
Q. I've only just started playing. How do you recover your HP?<br />
<br />
A. Food and drink are your friend! You can find food and water by searching, and also the odd med-kit and healing herbs. Watch out for berries, some will restore you and others take it out if you! More information on recovery items are noted on the [[Items]] page.<br />
<br />
=== Action points (AP)===<br />
<br />
Q. How does AP replenish?<br />
<br />
A. You get an extra AP every 20 minutes, up to a maximum of 75. It is reputably possible to have negative AP if you perform an action that takes alot of AP.<br />
<br />
=== Experience (XP) ===<br />
<br />
Q. How do you gain experience?<br />
<br />
A. All sorts of ways, but most notably by killing animals, or people! Chopping down the jungle seems to also yield amount of XP. More information on methods of earning experience points are noted on the [[XP Gains]] page.<br />
<br />
<br />
== Life and death ==<br />
<br />
===Character deaths===<br />
<br />
Q. What happens when you die? --[[User:One of many doctors|One of many doctors]] 23:26, 16 February 2006 (GMT)<br />
<br />
A. You are dead, and you can still walk around, as a spirit. You cannot talk, but some of the skills can help with that. You retain your items but cannot use them. If you go to a shaman he will bring you back to life, or you can use 50 AP to have your spirit moved home (e.g. York, Derby, Dalpok) and revived instantly.<br />
<br />
Q. How much XP is awarded for a player kill? Is it different for killing within your own group (Native killing a native)? Is it relative to the level of the other character?--[[User:Jackel|Jackel]] 14:28, 26 February 2006 (GMT)<br />
<br />
A.<br />
<br />
=== NPC's (Non Player Characters) 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 />
==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. For the record, my machete just became dull after chopping some vegetation. ''You chop down some of the vegetation. Your machete blade becomes dull from the chopping.'' --[[User:Lint|Lint]] 00:11, 18 March 2006 (GMT)<br />
::A. I was attacking another outsider (I was going to heal him, honest!) when my machete broke...<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 />
:: 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 />
<br />
Q. Do poison darts poison ?<br />
A.<br />
<br />
Q. Are poisionous berries usefull for anything? Making poison darts for example.<br />
<br />
A. You get experience for eating them.<br />
<br />
A. Not that it is a very economical way of getting experience of course ;-)<br />
<br />
=== Gold ===<br />
<br />
Q. What is gold good for?<br />
<br />
A. Hmm.. good question. Also mentioned on [[Items#Gold_Coins|the items page]] as you get more gold by searching and finding gold coins.<br />
<br />
==Locations==<br />
<br />
===Jungle===<br />
<br />
Q. Do chopped jungles ever grow back?<br><br />
A. Yes. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)<br />
<br />
Q. If so, how long is the growth rate?<br><br />
A. Not sure, but it's highly noticable if your not in an area which is being constantly tramoked by NPC's and players. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)<br />
<br />
Q. Would jungles grow while you were standing in one?<br><br />
A. Yes. This happened to me many times. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)<br />
<br />
Q. Are search rates changed by the density of the jungle?<br><br />
A. Not sure. The amount of searching i've done over time I could probably answer this, If i'd been at all observant of such details.. but I havn't. Your best help is probably [[User:Fitzcarraldo|Fitzcarraldo's]] [[Search Odds Condensed]] page. --[[User:Murk|Murk]] 17:02, 26 February 2006 (GMT)<br />
<br />
<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)</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Bugs&diff=2597Bugs2006-03-14T13:06:37Z<p>Grigoriy: /* Possible Bugs */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
== Possible Bugs ==<br />
<br />
=== Map Page off by 3 Pixels ===<br />
The map.cgi image seems to be vertically off by 3 pixels from what it was before.--[[User:Frisco|Frisco]] 01:49, 14 March 2006 (GMT)<br />
* Nothing has changed on the image script for over a month. In what way is it off? Are you referring to it being offset within map.html or just when you view the image on its own? --[[User:Simon|Simon]] 09:40, 14 March 2006 (GMT)<br />
** My mistake; had some problem with a recent metamap and noticed that recent submissions' map 6x6 pixels were off by 3 from the edge of the map, turns out they've always been that way. I hadn't realised that someone had submitted a map that was aligned to the top edge, and this messed things up for me. Sorry for the confusion!<br />
<br />
=== Tree without icon ===<br />
I saw a tree at [-70.087,+26.377], but there was no icon. I guess it could be deliberate, but I thought that I should mention it. --[[User:Dr. J|Dr. J]] 08:45, 10 March 2006 (GMT)<br />
<br />
Tree icons only show when the density is low enough I believe... If you find a location with a tree/bush and you "uncover" it, by chopping, you gain a small amount of experience for doing so. Don't know if this only happens once or every time though as it only happened to me once so far. Could this be the reason for your problem? --[[User:Murk|Murk]] 14:58, 13 March 2006 (GMT)<br />
<br />
===Unable to Log in===<br />
I am unable to sign on as either of my characters for the last two days. When I try I get a "sorry, you need to be logged in to access this page" message. Is something wrong with the sight? [[User:Abe Froeman|Abe Froeman]]<br />
* Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --[[User:Simon|Simon]] <br />
* Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. [[User:Abe Froeman|Abe Froeman]]<br />
* Enable cookies in your browser<br />
* I guess the question is: what has changed in the last couple of days? Nothing to do with cookies at the server end, have you tried a different browser? Flush cookies in your browser? When you go to the front page (having already logged in), does it say that you're currently logged in or does it simply give the login box? --[[User:Simon|Simon]]<br />
* It symply says I need to be logged in to do that, as If I had logged out and then tried to get back in. I did clear a large amount of spy ware, but urban dead is still working fine. I realize this is probably a very specific problem, but I like this game and would hate to have to start over with a new character. I appreciate any advice anyone can give. This is the page it sends me to when I try to log on as either of my characters. It doesn't say I have the wrong password or that I am already logged in. http://www.shartak.com/game.cgi [[User:Abe Froeman|Abe Froeman]]<br />
* What browser are you using? Have you tried a different browser? Perhaps remove all cookies for the domain shartak.com (might show up as www.shartak.com or shartak.com) and try again. If none of these ideas work, I'd be interested to know if setting up a new character solves the problem or if you still have trouble signing in with a brand new character. Obviously if you can then logout and log back in as your original character, you don't have to carry on with the new one although there's no reason why you can't play a couple of different characters. If you wish to continue this by email, you can use the email user link on my user page, or use the address mentioned in the FAQ under the "I found a bug" question. --[[User:Simon|Simon]] 01:22, 9 March 2006 (GMT)<br />
* I've just seen this demonstrated - you have to go to http://www.shartak.com/ to login, not just http://shartak.com/ - I've fixed it so that going to the latter should redirect you to the right place. --[[User:Simon|Simon]] 14:56, 11 March 2006 (GMT)<br />
<br />
===My native has gotten nothing but poisonous berries from a bush. Is it a bug or did I just find some poisonous bush?--[[User:Grigoriy|Grigoriy]] 13:06, 14 March 2006 (GMT)<br />
<br />
== Fixed Bugs ==<br />
<br />
=== Writing Whilst Dead ===<br />
I can write in the sand whilst dead. Should I be able to? --[[User:Dr. J|Dr. J]] 09:02, 4 March 2006 (GMT)<br />
:Umm, no. Bug has been fixed. --[[User:Simon|Simon]] 10:31, 4 March 2006 (GMT)<br />
<br />
=== Rats in Rocks ===<br />
I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was "map density" --[[User:Dr. J|Dr. J]] 16:42, 15 February 2006 (GMT)<br />
:They'd obviously crawled down a crack that was too narrow to show up on the map. --[[User:Snarf|Snarf]] 19:22, 15 February 2006 (GMT)<br />
:: :P Well ok, so it's a graphics glitch then as the rock wasn't shown. --[[User:Dr. J|Dr. J]] 00:21, 16 February 2006 (GMT)<br />
:: Have you seen this again or was it just twice? --[[User:Simon|Simon]] 10:33, 24 February 2006 (GMT)<br />
<br />
=== Consistent Animal Spawning ===<br />
I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square. I killed it, another one appeared, killed that, and now there's another one there. Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill. Is animal spawning non-random or is this a coincidence? If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco<br />
:This happened to me, except with parrots. I don't think its unusual or bad to find a "den" where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--[[User:Jackel|Jackel]] 17:45, 23 February 2006 (GMT)<br />
<br />
:Seen this too now, with parrots, does look buggy to me. --[[User:Murk|Murk]] 18:25, 23 February 2006 (GMT)<br />
<br />
::This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --[[User:Simon|Simon]] 20:43, 23 February 2006 (GMT)<br />
<br />
=== Character Creation ===<br />
Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error "Please ensure you fill in all fields marked with a *" Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank. (All 16 of them) and get the same error. I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already. --[[User:Feegle|Feegle]] 16:07, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
I encountered the same error as well. --[[User:aidurandal|aidurandal]] 16:36, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me as well.--[[User:Dr. Doom|Dr. Doom]] 16:50, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Encountered the same error. --[[User:Caribbean Ghost|Caribbean Ghost]] 17:47, 11 February 2006 (GMT)<br />
<br />
-Confirmation<br />
Happened to me.When are they going to fix this??--[[User:X10000|X10000|]]<br />
<br />
-Calm down, X10000. I first reported this bug under three hours ago. Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day. I suspect he'll fix it as fast as he can. --[[User:Feegle|Feegle]] 18:56, 11 February 2006 (GMT)<br />
<br />
- Sorry. Should be fixed now. --[[User:Simon|Simon]] 23:01, 11 February 2006 (GMT)<br />
<br />
=== Profile Error Relating to Hit Limit? ===<br />
My characters (3 of them) all have "This character not subject to the IP limit" at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Whoops! Fixed now. -Simon<br />
<br />
=== Refresh uses AP ===<br />
<br />
When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - [[User:Durja|Durja]] 18:16, 5 February 2006 (GMT)<br />
:This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon<br />
::Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - [[User:Durja|Durja]] 21:15, 5 February 2006 (GMT)<br />
::To rework the movement may be a bit complicated. How about just having a button labelled "Refresh" that doesn't use any AP? -Simon<br />
::: That would be very much appricated. Thanks. [[User:Durja|Durja]] 18:12, 6 February 2006 (GMT)<br />
::: Refresh Page button added -[[User:Simon|Simon]] 09:47, 7 February 2006 (GMT)<br />
<br />
===Grassland Colour===<br />
<br />
Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --[[User:Kevan|Kevan]] 13:06, 30 January 2006 (GMT)<br />
:Fixed, just cosmetic hiccup --[[User:Simon|Simon]] 22:02, 3 February 2006 (GMT)<br />
<br />
===Yellow Jungle===<br />
<br />
Moai's found some [http://i1.tinypic.com/n3kt91.jpg mysterious yellow jungle squares] near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --[[User:Kevan|Kevan]] 09:17, 3 February 2006 (GMT)<br />
:Fixed, purely cosmetic --[[User:Simon|Simon]] 11:54, 3 February 2006 (GMT)<br />
<br />
=== Animals don't pursue players ===<br />
<br />
As documented [[Talk:Tips_and_Tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)<br />
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)<br />
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)<br />
:::Hopefully not! I'll keep an eye out for animals taking a bath though. --[[User:Simon|Simon]] 01:22, 5 March 2006 (GMT)<br />
<br />
<br />
=== Not being resurrected ===<br />
My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --[[User:Dr. J|Dr. J]] 23:19, 6 March 2006 (GMT)<br />
:Whoops, my fault. Seems the script that handles resurrecting of both animals and players at shaman locations wasn't running for a couple of days. Should be working again now. --[[User:Simon|Simon]] 00:09, 7 March 2006 (GMT)<br />
::I'm seeing quite a lot more animals now. After you posted this, 3 appeared immediately surrounding one of my characters. Killed 2, one moved on, and a different animal appeared a little later. Earlier today it felt like a very deserted island. Maybe just a fluke, my other character didn't see any after this post. --[[User:Frisco|Frisco]] 06:50, 7 March 2006 (GMT)<br />
<br />
=== GPS Underground ===<br />
GPS probably shouldn't work in caves/tunnels etc.<br />
:No, they shouldn't.. and hopefully they don't any more. --[[User:Simon|Simon]] 00:49, 7 March 2006 (GMT)<br />
<br />
=== Ruins no huts shown, but three choices? ===<br />
At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?<br />
#should the huts or at least a single hut be shown?<br />
#should there be three huts in one square?<br />
#should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : "Enter Hut"<br />
:It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1" "Enter Hut 2" etc. --[[User:Simon|Simon]] 16:42, 1 March 2006 (GMT)<br />
I found another square of ruins (some sort of jail) with no hut, I'll get the GPS co-ords later.--[[User:Grigoriy|Grigoriy]] 13:10, 13 March 2006 (GMT)<br />
<br />
== Not Bugs ==<br />
<br />
=== Finding Dropped Items ===<br />
I dropped my machete by mistake due to clumsy fingers. Searching doesn't find it again - surely if I drop something I should be able to pick it up again? --[[User:Torok|Torok]]<br />
:As with UD (the game Shartak is based on) dropping something is akin to getting rid of it. This isn't a bug, just don't have clumsy fingers--[[User:Jackel|Jackel]] 17:41, 23 February 2006 (GMT)<br />
:Quite right. I have considered implementing semi-sticky objects such that if you drop something, and then search immediately, you'll actually find the thing you dropped, but thought that might annoy rather than actually be useful since often if you drop something you don't want to find it again! --[[User:Simon|Simon]]<br />
:What about doing it on purpose to pass on objects? Could it work?--[[User:Wcervantes|Wcervantes]] 03:51, 24 February 2006 (GMT)<br />
:No, the way I was considering implementing it, if X drops the object, only X would find it. X and Y could both drop separate items but would never specifically find the item the other person dropped (they could find another item with the same name depending on luck though!) The ability to exchange items directly with other people is something that will most likely never be added as this could encourage people to make multiple characters, some of whom only search for specific items and then hand them over to the main character. --[[User:Simon|Simon]]<br />
<br />
=== IP Hit Limit 250? ===<br />
I have been playing three characters, but hit the IP limit after only moving two of my characters, and then only partially. It seems that it may not have the 250 hit limit as explained. Is it possible that it does not? EDIT- Just moved my three characters. 45AP, 30AP, 75AP, ran out of hits before I used all the points. Seems 150 or so appears to be the limit?--[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Have been unable to reproduce this problem, but there are 4 characters not 3 with the same IP as yours. --[[User:Simon|Simon]] 17:04, 14 February 2006 (GMT)<br />
::Roger that, started another since original posting, Simon. I suppose I should ask exactly what the IP limit is (250, as stated?), and then back-track from there to make sure there actually is a problem. Also, when the 24 hour period resets? That will give me a time to count from.--[[User:Meatiershower|Meatiershower]] 21:49, 14 February 2006 (GMT)<br />
::: Simon - It appears that there is no bug. I just made 244 moves, and looked at a Profile or two also. Miscounting on my part most likely. I'm liking this game more and more too. Fast AP recovery, cool stuff to find (just found a knife), high AP total, etc. Fun. --[[User:Meatiershower|Meatiershower]] 00:33, 15 February 2006 (GMT)<br />
:::: Excellent. Moving to "Not a bug" --[[User:Simon|Simon]] 01:58, 15 February 2006 (GMT)<br />
<br />
=== Negative AP? ===<br />
<br />
Moving in water with only a single AP resulted in me having -1 AP. - Dr. J<br />
:Water movement (as standard) takes 2AP. Negative AP is perfectly possible, I don't consider this to be a bug. - Simon</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Royal_Expedition&diff=2578Royal Expedition2006-03-14T02:44:37Z<p>Grigoriy: /* Comments */</p>
<hr />
<div>{| cellpadding="2" cellspacing="0" border="1" align="right" style="margin-left:0.5em" width=35%<br />
|-<br />
! bgcolor="#556655" align="center" | <font color=#ddeedd size=+1>'''Royal Expedition'''</font><br />
|- <br />
! align="center" bgcolor="#BBBBBB" | [[Image:Untitled-1 copy.jpg]]<br />
|-<br />
|<br />
{|-<br />
| '''Abbreviation:'''<br />
| RE<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Group Numbers:'''<br />
| bgcolor="#eeeeee" align="left" | Lucky Nine <br />
|-<br />
| '''Leadership:'''<br />
| None yet<br />
|-<br />
| bgcolor="#eeeeee" align="left" | '''Goals:'''<br />
| bgcolor="#eeeeee" align="left" | Increasing our numbers for now<br />
|-<br />
| '''Recruitment policy:'''<br />
| Just add your name to the list for now<br />
|}<br />
|-<br />
|}<br />
<br />
<br />
<br />
<br />
When Clans are implemented we'll be there.<br />
<br>The RE will be a group of all outsiders of all class.<br />
<br>Whether you're from York, Derby, or Durham, doesn't matter.<br />
<br>Positions? Not a problem yet.<br />
<br>We're ironing out the details right now<br />
<br />
If you're interested in joining then just add your name below.<br />
<br><br />
<br><br />
[http://www.shartak.com/profile.cgi?id=547 Urban Me]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=878 Gandhi]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1079 domokun]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]<br />
<br><br />
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]<br />
== Comments ==<br />
<br />
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)<br />
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)<br />
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]<br />
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)<br />
<br><br />
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand. I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal<br />
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)<br />
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]<br />
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)<br />
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)<br />
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right? Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear! And besides, I gotta do ''something'' with my free time... -- Less Than Lethal<br />
<br />
<br><br />
I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)<br />
<br />
== News ==<br />
=== 12 March 2006 ===<br />
New member, Provisional Recruit-M Tek<br />
=== 6 March 2006 ===<br />
New member, Ownslaught <br />
=== 3 March 2006 === <br />
New member, domokun!<br />
<br />
[[Category:Clans]]<br />
[[Category:Clans_for_Outsiders]]</div>Grigoriyhttps://wiki.shartak.com/index.php?title=Bugs&diff=2566Bugs2006-03-13T13:10:56Z<p>Grigoriy: /* Ruins no huts shown, but three choices? */</p>
<hr />
<div>{| cellpadding=10 align=right<br />
| __TOC__<br />
|}<br />
<br />
This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.<br />
<br />
== Possible Bugs ==<br />
<br />
=== Tree without icon ===<br />
I saw a tree at [-70.087,+26.377], but there was no icon. I guess it could be deliberate, but I thought that I should mention it. --[[User:Dr. J|Dr. J]] 08:45, 10 March 2006 (GMT)<br />
<br />
===Unable to Log in===<br />
I am unable to sign on as either of my characters for the last two days. When I try I get a "sorry, you need to be logged in to access this page" message. Is something wrong with the sight? [[User:Abe Froeman|Abe Froeman]]<br />
* Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --[[User:Simon|Simon]] <br />
* Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. [[User:Abe Froeman|Abe Froeman]]<br />
* Enable cookies in your browser<br />
* I guess the question is: what has changed in the last couple of days? Nothing to do with cookies at the server end, have you tried a different browser? Flush cookies in your browser? When you go to the front page (having already logged in), does it say that you're currently logged in or does it simply give the login box? --[[User:Simon|Simon]]<br />
* It symply says I need to be logged in to do that, as If I had logged out and then tried to get back in. I did clear a large amount of spy ware, but urban dead is still working fine. I realize this is probably a very specific problem, but I like this game and would hate to have to start over with a new character. I appreciate any advice anyone can give. This is the page it sends me to when I try to log on as either of my characters. It doesn't say I have the wrong password or that I am already logged in. http://www.shartak.com/game.cgi [[User:Abe Froeman|Abe Froeman]]<br />
* What browser are you using? Have you tried a different browser? Perhaps remove all cookies for the domain shartak.com (might show up as www.shartak.com or shartak.com) and try again. If none of these ideas work, I'd be interested to know if setting up a new character solves the problem or if you still have trouble signing in with a brand new character. Obviously if you can then logout and log back in as your original character, you don't have to carry on with the new one although there's no reason why you can't play a couple of different characters. If you wish to continue this by email, you can use the email user link on my user page, or use the address mentioned in the FAQ under the "I found a bug" question. --[[User:Simon|Simon]] 01:22, 9 March 2006 (GMT)<br />
* I've just seen this demonstrated - you have to go to http://www.shartak.com/ to login, not just http://shartak.com/ - I've fixed it so that going to the latter should redirect you to the right place. --[[User:Simon|Simon]] 14:56, 11 March 2006 (GMT)<br />
<br />
== Fixed Bugs ==<br />
<br />
=== Writing Whilst Dead ===<br />
I can write in the sand whilst dead. Should I be able to? --[[User:Dr. J|Dr. J]] 09:02, 4 March 2006 (GMT)<br />
:Umm, no. Bug has been fixed. --[[User:Simon|Simon]] 10:31, 4 March 2006 (GMT)<br />
<br />
=== Rats in Rocks ===<br />
I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was "map density" --[[User:Dr. J|Dr. J]] 16:42, 15 February 2006 (GMT)<br />
:They'd obviously crawled down a crack that was too narrow to show up on the map. --[[User:Snarf|Snarf]] 19:22, 15 February 2006 (GMT)<br />
:: :P Well ok, so it's a graphics glitch then as the rock wasn't shown. --[[User:Dr. J|Dr. J]] 00:21, 16 February 2006 (GMT)<br />
:: Have you seen this again or was it just twice? --[[User:Simon|Simon]] 10:33, 24 February 2006 (GMT)<br />
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=== Consistent Animal Spawning ===<br />
I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square. I killed it, another one appeared, killed that, and now there's another one there. Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill. Is animal spawning non-random or is this a coincidence? If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco<br />
:This happened to me, except with parrots. I don't think its unusual or bad to find a "den" where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--[[User:Jackel|Jackel]] 17:45, 23 February 2006 (GMT)<br />
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:Seen this too now, with parrots, does look buggy to me. --[[User:Murk|Murk]] 18:25, 23 February 2006 (GMT)<br />
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::This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --[[User:Simon|Simon]] 20:43, 23 February 2006 (GMT)<br />
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=== Character Creation ===<br />
Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error "Please ensure you fill in all fields marked with a *" Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank. (All 16 of them) and get the same error. I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already. --[[User:Feegle|Feegle]] 16:07, 11 February 2006 (GMT)<br />
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-Confirmation<br />
I encountered the same error as well. --[[User:aidurandal|aidurandal]] 16:36, 11 February 2006 (GMT)<br />
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-Confirmation<br />
Happened to me as well.--[[User:Dr. Doom|Dr. Doom]] 16:50, 11 February 2006 (GMT)<br />
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-Confirmation<br />
Encountered the same error. --[[User:Caribbean Ghost|Caribbean Ghost]] 17:47, 11 February 2006 (GMT)<br />
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-Confirmation<br />
Happened to me.When are they going to fix this??--[[User:X10000|X10000|]]<br />
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-Calm down, X10000. I first reported this bug under three hours ago. Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day. I suspect he'll fix it as fast as he can. --[[User:Feegle|Feegle]] 18:56, 11 February 2006 (GMT)<br />
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- Sorry. Should be fixed now. --[[User:Simon|Simon]] 23:01, 11 February 2006 (GMT)<br />
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=== Profile Error Relating to Hit Limit? ===<br />
My characters (3 of them) all have "This character not subject to the IP limit" at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Whoops! Fixed now. -Simon<br />
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=== Refresh uses AP ===<br />
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When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - [[User:Durja|Durja]] 18:16, 5 February 2006 (GMT)<br />
:This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon<br />
::Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - [[User:Durja|Durja]] 21:15, 5 February 2006 (GMT)<br />
::To rework the movement may be a bit complicated. How about just having a button labelled "Refresh" that doesn't use any AP? -Simon<br />
::: That would be very much appricated. Thanks. [[User:Durja|Durja]] 18:12, 6 February 2006 (GMT)<br />
::: Refresh Page button added -[[User:Simon|Simon]] 09:47, 7 February 2006 (GMT)<br />
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===Grassland Colour===<br />
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Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --[[User:Kevan|Kevan]] 13:06, 30 January 2006 (GMT)<br />
:Fixed, just cosmetic hiccup --[[User:Simon|Simon]] 22:02, 3 February 2006 (GMT)<br />
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===Yellow Jungle===<br />
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Moai's found some [http://i1.tinypic.com/n3kt91.jpg mysterious yellow jungle squares] near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --[[User:Kevan|Kevan]] 09:17, 3 February 2006 (GMT)<br />
:Fixed, purely cosmetic --[[User:Simon|Simon]] 11:54, 3 February 2006 (GMT)<br />
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=== Animals don't pursue players ===<br />
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As documented [[Talk:Tips_and_Tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)<br />
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)<br />
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)<br />
:::Hopefully not! I'll keep an eye out for animals taking a bath though. --[[User:Simon|Simon]] 01:22, 5 March 2006 (GMT)<br />
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=== Not being resurrected ===<br />
My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --[[User:Dr. J|Dr. J]] 23:19, 6 March 2006 (GMT)<br />
:Whoops, my fault. Seems the script that handles resurrecting of both animals and players at shaman locations wasn't running for a couple of days. Should be working again now. --[[User:Simon|Simon]] 00:09, 7 March 2006 (GMT)<br />
::I'm seeing quite a lot more animals now. After you posted this, 3 appeared immediately surrounding one of my characters. Killed 2, one moved on, and a different animal appeared a little later. Earlier today it felt like a very deserted island. Maybe just a fluke, my other character didn't see any after this post. --[[User:Frisco|Frisco]] 06:50, 7 March 2006 (GMT)<br />
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=== GPS Underground ===<br />
GPS probably shouldn't work in caves/tunnels etc.<br />
:No, they shouldn't.. and hopefully they don't any more. --[[User:Simon|Simon]] 00:49, 7 March 2006 (GMT)<br />
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=== Ruins no huts shown, but three choices? ===<br />
At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?<br />
#should the huts or at least a single hut be shown?<br />
#should there be three huts in one square?<br />
#should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : "Enter Hut"<br />
:It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1" "Enter Hut 2" etc. --[[User:Simon|Simon]] 16:42, 1 March 2006 (GMT)<br />
I found another square of ruins (some sort of jail) with no hut, I'll get the GPS co-ords later.--[[User:Grigoriy|Grigoriy]] 13:10, 13 March 2006 (GMT)<br />
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== Not Bugs ==<br />
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=== Finding Dropped Items ===<br />
I dropped my machete by mistake due to clumsy fingers. Searching doesn't find it again - surely if I drop something I should be able to pick it up again? --[[User:Torok|Torok]]<br />
:As with UD (the game Shartak is based on) dropping something is akin to getting rid of it. This isn't a bug, just don't have clumsy fingers--[[User:Jackel|Jackel]] 17:41, 23 February 2006 (GMT)<br />
:Quite right. I have considered implementing semi-sticky objects such that if you drop something, and then search immediately, you'll actually find the thing you dropped, but thought that might annoy rather than actually be useful since often if you drop something you don't want to find it again! --[[User:Simon|Simon]]<br />
:What about doing it on purpose to pass on objects? Could it work?--[[User:Wcervantes|Wcervantes]] 03:51, 24 February 2006 (GMT)<br />
:No, the way I was considering implementing it, if X drops the object, only X would find it. X and Y could both drop separate items but would never specifically find the item the other person dropped (they could find another item with the same name depending on luck though!) The ability to exchange items directly with other people is something that will most likely never be added as this could encourage people to make multiple characters, some of whom only search for specific items and then hand them over to the main character. --[[User:Simon|Simon]]<br />
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=== IP Hit Limit 250? ===<br />
I have been playing three characters, but hit the IP limit after only moving two of my characters, and then only partially. It seems that it may not have the 250 hit limit as explained. Is it possible that it does not? EDIT- Just moved my three characters. 45AP, 30AP, 75AP, ran out of hits before I used all the points. Seems 150 or so appears to be the limit?--[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)<br />
:Have been unable to reproduce this problem, but there are 4 characters not 3 with the same IP as yours. --[[User:Simon|Simon]] 17:04, 14 February 2006 (GMT)<br />
::Roger that, started another since original posting, Simon. I suppose I should ask exactly what the IP limit is (250, as stated?), and then back-track from there to make sure there actually is a problem. Also, when the 24 hour period resets? That will give me a time to count from.--[[User:Meatiershower|Meatiershower]] 21:49, 14 February 2006 (GMT)<br />
::: Simon - It appears that there is no bug. I just made 244 moves, and looked at a Profile or two also. Miscounting on my part most likely. I'm liking this game more and more too. Fast AP recovery, cool stuff to find (just found a knife), high AP total, etc. Fun. --[[User:Meatiershower|Meatiershower]] 00:33, 15 February 2006 (GMT)<br />
:::: Excellent. Moving to "Not a bug" --[[User:Simon|Simon]] 01:58, 15 February 2006 (GMT)<br />
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=== Negative AP? ===<br />
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Moving in water with only a single AP resulted in me having -1 AP. - Dr. J<br />
:Water movement (as standard) takes 2AP. Negative AP is perfectly possible, I don't consider this to be a bug. - Simon</div>Grigoriy