Difference between revisions of "Suggestions:Implemented"
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:Thanks Simon! Part of the original suggestion was to have 'last kill' information for NPC kills - e.g. last kill: a parrot - as well, is that doable at all?--[[User:Johan Crichton|Johan Crichton]] 02:27, 30 April 2007 (UTC) | :Thanks Simon! Part of the original suggestion was to have 'last kill' information for NPC kills - e.g. last kill: a parrot - as well, is that doable at all?--[[User:Johan Crichton|Johan Crichton]] 02:27, 30 April 2007 (UTC) | ||
::Implemented. --[[User:Simon|Simon]] 19:50, 30 April 2007 (UTC) | ::Implemented. --[[User:Simon|Simon]] 19:50, 30 April 2007 (UTC) | ||
+ | <!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --> | ||
+ | }} | ||
+ | |||
+ | ===Direct Item Giving=== | ||
+ | {{suggestion| | ||
+ | suggest_type=Ability| | ||
+ | suggest_scope=Players who wish to transfer items| | ||
+ | suggest_description=Direct item giving would allow a player to give an item to another player. <br> | ||
+ | It would work the same way as giving gold, but instead of different amounts of gold, a player could select from different items found in his or her inventory, and would be able to give one of those to another player on the same square for the cost of one AP. <br> | ||
+ | The menu would appear such as this: "Give [list of items] to [list of players]", and would be located under the gold giving menu. <br> | ||
+ | Even though it is currently possible to transfer items with the hole-transfer technique, doing that requires coordination and a lot of AP, so an easier way to do it would have many benefits for both the players who simply want to give others an item and those who want to set up their own shop or become a travelling trader. <br> | ||
+ | Cheating should also not be a problem, as Simon himself has said that he would make anti-cheating rules for this feature if it gets implemented. | | ||
+ | suggest_time=13:37, 11 November 2007 (UTC)| | ||
+ | suggest_author=[[User:0000FF Beard|0000FF Beard]]| | ||
+ | suggest_comments= | ||
+ | <!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --> | ||
+ | * Implemented. --[[User:Simon|Simon]] 20:06, 23 December 2007 (UTC) | ||
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --> | <!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --> | ||
}} | }} |
Revision as of 03:55, 4 January 2008
Suggestions |
Items | Skills | Classes | Game mechanics | Miscellaneous |
This is a page of implemented suggestions for Shartak. Please refrain from editing or deleting any of the information recorded here. Older implemented suggestions are archived on the following pages: 1 2 3
If you would like to make new suggestions, see the Suggestions page.
Implemented
Villager/Settler
Lint recently made a very salient point with respect to Class Balance. Namely, there are very few players (4% currently) choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the "consumer" class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak. This change will undoubtedly make these overlooked classes more attractive to new players.--Jackel 00:25, 4 March 2006 (GMT)
Comments
- I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in "that other game"?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the Agriculture suggestion might be justifiable. --Lint 08:40, 5 March 2006 (GMT)
- I think your idea is good, Jackel. I'd make it a +50% base search percentage, and I'd also make the "Animal Husbandry" skill guarantee that no animals but sharks, alligators and tigers will attack without provocation. "Years of passive behavior around animals have taught you how to avoid their aggression." Furthermore, I recommend that the scream/shriek/wail skills become villager-only (with "Ghostly Whisper" available to everyone); non-villagers with those three skills could have their XP refunded, or perhaps just left alone. Villagers are underrepresented by far. — Elembis 18:09, 21 May 2006 (BST)
Moved to Implemented. Villagers/Settlers have "Animal Affinity" and "Scavenging" skills, and now account for 11% of active characters. --Frisco 19:28, 27 October 2006 (UTC)
Animal Levelling
Author | Timestamp | Type | Scope |
---|---|---|---|
Frisco | 20:26, 13 May 2006 (BST) | balance change | NPC Animals |
Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature? There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions. And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.
Characters with the animal affinity skill should be able to identify stronger creatures:
- "Also here is a man-eating tiger"
- "Also here is an extremely large man-eating alligator"
- "Also here is an extremely large man-eating elephant that is barreling towards you"
- "Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses"
Comments
... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--Wifey 01:06, 14 May 2006 (BST)
- Sounds neat. Will there be a leveling cap? --Lint 01:45, 15 May 2006 (BST)
- Probably should be a cap, though a rather high one. Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature. Or perhaps once an animal reaches a certain level, it gets named (a monkey might be "King Kong" at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around). —unsigned by Frisco 02:38, May 15, 2006 (BST)
- Awesome. --Tycho44, Cultist of the Man-Eating Parrot 22:57, 15 May 2006 (BST)
- So let me get this straight - if an animal kills a PC, they gain hp, and accuracy of their attack, and possibly damage as well. say hp + 2, accuracy + 10%, damage + 1, up to a certain level (accuracy can only go up to 100% of course). Easy enough so far. If they get killed, they reset to the normal hp/accuracy/damage and start afresh as a normal level animal? I must say, I quite like this idea. If this is correct, then there's no server load issue. --Simon 09:33, 28 May 2006 (BST)
- This sounds very good. I recommend that you let each animal reach 100% accuracy and cap damage at base damage + 5 (a 9x100% elephant would be plenty lethal enough, I think). PC deaths to animals are probably rare enough that you could be more generous with HP bonuses: increase an animal's current HP and max HP by base health / 3 + 1 for each of its kills. You could cap max HP (after five increases?), but I wouldn't. An animal should be restored to base health if its HP bonus wouldn't get it there (so an elephant, with a 20+1 HP bonus, would go from 32 HP to 60 and have 81 max HP, or go from 42 to 63 and still have 81 max HP). In theory, after five kills you could see an elephant with 165 HP that dealt 9 damage at 100% accuracy, but only if it got those kills without being harmed at all. Such a beast would be incredibly intimidating, but also incredibly rare. — Elembis (talk) 22:25, 28 May 2006 (BST)
- What about new players? They go into the forest for the first time, log out, log in only to discover that "an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses" has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--One of many doctors 03:13, 29 May 2006 (BST)
- The idea is that there wouldn't be that many of these, because they'd be rather difficult to make even a little better, anyways.--Wifey 15:49, 29 May 2006 (BST)
- Simon has it right. hp + 5 (or +10%), accuracy + 10%, damage + 1, with only a few upgrades possible. Or, for example, promote to level 1 after 1 kill, level 2 after 2 more kills (3 total), level 3 after 3 (6) kills, and so on. If a max-upgraded parrot is only as strong as a level 0 tiger, this is nowhere near "kill-in-two-moves" monstrosity. This would add excitement and flavor to the game without any downside. I doubt any animal in Shartak has more than two kills. As the 300-hp Squid shows, any attention-getting animal will get torn to bits by PCs. --Tycho44 23:14, 19 June 2006 (UTC)
- The idea is that there wouldn't be that many of these, because they'd be rather difficult to make even a little better, anyways.--Wifey 15:49, 29 May 2006 (BST)
- What about new players? They go into the forest for the first time, log out, log in only to discover that "an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses" has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--One of many doctors 03:13, 29 May 2006 (BST)
- Implemented, but with slightly less elaborate titles (and the maths isn't quite the same either)! --Simon 12:48, 9 July 2006 (UTC)
Moved to Implemented. Some animals grow after player kills (though i haven't seen any in a while). --Frisco 19:35, 27 October 2006 (UTC)
Haggle
Author | Timestamp | Type | Scope |
---|---|---|---|
Aco | 20:20 EST 28/07/2006 | Skill | Everyone |
You can haggle with the traders and get stuff cheaper. When they are pissed off at you (for being there too long) the prices would become normal.
Comments
- Implemented. --Simon 17:40, 19 November 2006 (UTC)
Moved to Impemented. There is now a Haggling skill. --Frisco 14:08, 21 November 2006 (UTC)
Shovel
Author | Timestamp | Type | Scope |
---|---|---|---|
Darkferret | 05:14, 20 January 2007 (UTC) | Tool | Wealthy individuals and fortune seekers interested in treasure hunts. |
Pirates are notorious for burying their treasure. With the shovel a player can dig a hole, deposit gold coins (and other items possibly)and fill it in. Anyone who digs in a square containing treasure will find it.
Comments
Implemented. --Simon 23:29, 30 January 2007 (UTC)
- Any chance we could have a shovel that could be used as a melee weapon as well? Perhaps only doing a base 1 damage to reflect that it's a better tool than weapon? Johan Crichton 05:49, 8 March 2007 (UTC)
- Postal 2, nice.
- maybe shovels should break too. hehe cause, when everyone has shovels, then no one needs shovels and they'll just pile up at the traders. i dunno, its just a thought -Elegost 13:22, 3 May 2007 (UTC)
- Postal 2, nice.
Possession
Author | Timestamp | Type | Scope |
---|---|---|---|
Zeff | 10:50, 1 September 2006 (UTC) | Skill | Everyone |
Yet another spirit suggestion. As far as I can see, this hasn't been suggested yet - but I apologise if it has been suggested under a different guise. With the recent addition of the Exorcism skill, I feel that there is less and less appeal to play as a ghost character, aside from an alternative method of farming xp. The only current features of the ghost "class" is wailing and spamming. The addition of a possession skill might give people more of a reason to play as a ghost and perhaps make gameplay more interesting. A possession skill would be bought after the banshee wail skill. It would allow the user to temporalily take control of another player for the cost of 40AP, allowing the spirit to effectively "act" as this player for their (the spirits, not the victim) remaining AP. When they use up their AP they will return to their spirit form and control will return to the original player. If the possession skill is used on an active player, it will work until this player moves or makes an action of their own, which would return the spirit to their ghost form (and effectively waste the AP spent on using the possession skill). I think this would be a fun addition to the game, and give players a bigger motivation to rp as a spirit, although I'm not sure if this kind of skill would be possible to implement (taking temporary control of other players etc).
Comments
Doesn't sound too appealing to me - would be a real bummer to login and see that one character had taken possession of me, given all my gold to a friend, dropped my other items, and used the remaining AP to punch an elephant or move me to an enemy city. Maybe if possession was restricted to animals? --Frisco 18:57, 8 September 2006 (UTC)
- There would be restrictions on the skill such as the spirit not being able to possess someone of a higher level and only be able to possess someone for an amount of AP equal to their level (a level 17 spirit would be able to possess someone of a lower level for 17 turns). As well as this, actions that possessed players take dont get deducted from the possessed players AP, they get deducted from the ghosts AP. Also other players would be able to distinguish a possessed players actions by the text describing the action, so instead of "Bob gives Sam 10 gold" it would be something like "Bob with a strange glow in his eyes gives Sam 10 gold" or something similar. I think spirits need some kind of extra skill to make RPing as a spirit as worthwhile as RPing as a native or outsider. Zeff 19:19, 9 September 2006 (UTC)
Moved to Implemented. There are now Possession and Forceful Possession skills. --Frisco 16:26, 28 May 2007 (UTC)
Advanced language skills
Author | Timestamp | Type | Scope |
---|---|---|---|
Htkl | 21:14, 23 April 2007 (UTC) | Skill addition | All Classes |
Advanced language skills
Given many of us now have full understanding of both languages, surely it'd make sense for us to be able to learn how to Speak and Write in both languages
I think it could be done in a few ways
- The writing/speech appears in both languages
- The writer/speaker chooses what language to write/speak in through drop-down box(probably the ideal way)
- The text appears in plain english to both races (not desirable, imo)
Comments
Okay, that was weird. --Htkl 23:06, 23 April 2007 (UTC)
- Now that's fast service.--Black Joe 23:50, 23 April 2007 (UTC)
Moved to Implemented. We have Foreign Writing/Foreign Speech skills. --Frisco 16:26, 28 May 2007 (UTC)
Conch Shell Hunt
Author | Timestamp | Type | Scope |
---|---|---|---|
Lint | 08:40, 5 March 2006 (GMT) | Game mechanics, minigame | 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.
Comments
- This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --Simon 15:05, 5 March 2006 (GMT)
- I have the conch! I'm allowed to speak! *ahem* I mean, um... >.>--Wifey 07:21, 29 March 2006 (BST)
- Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --Tycho44 02:31, 23 April 2006 (BST)
- 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (<5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --Simon 10:43, 24 September 2006 (UTC)
- Implemented. I'll leave you to figure out just how it works. --Simon 22:06, 8 November 2006 (UTC)
Trading XP
Author | Timestamp | Type | Scope |
---|---|---|---|
Black Joe | 19:34, 4 December 2006 (UTC) | XP alteration | All traders' huts |
Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this:
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience.
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is "glad to see a new face", you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.
Comments
I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? Rozen
Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained. I agree that this makes sense, and I'd like it to be added to the original suggestion.
- A variant of this has been implemented. --Simon 17:10, 18 May 2007 (UTC)
Native Medical Hut Find Rates
Author | Timestamp | Type | Scope |
---|---|---|---|
Black Joe | 12:02pm, 16 Jan. 2007 | Alteration | Find rates in native medical huts |
Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts. After all, they're only useful to warriors, and they should only be found in ammo huts. Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes. It's another disadvantage to playing a native, the most underutilized faction. This could even be announced in a news item, something like "Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts."
Comments
Good idea. Implemented. --Simon 13:33, 24 January 2007 (UTC)
Carving edits
Author | Timestamp | Type | Scope |
---|---|---|---|
Black Joe | 22:36, 23 January 2007 (UTC) | Game Mechanic | All carvings |
Whenever someone alters a carving, anyone present in that square should be able to "see" them do it. For example, if someone alters a carving from saying "George's Place" to "House of Lame-o", and another player is in the same square, that player should be able to see who made the carving. This will lessen the graffiti taking place now.
Comments
Great idea, if I'm thinking what you're thinking. So it should say something like this: Since your last move: Che wrote: 0mg d00d teh Cp r s0000 st00pid! ? -Che 20:09, 30 January 2007 (UTC)
- Implemented a quick version where it tells you who carved something, but not what they carved. --Simon 23:54, 30 January 2007 (UTC)
Increased Animal Population
Author | Timestamp | Type | Scope |
---|---|---|---|
Johan Crichton | 21:44, 4 April 2007 (UTC) | balance change | The number of animals on the Island, where they can be found |
The game has grown to include a large element of PvP which has an impact on those who don't want PvP. It's an easy way to gain XP, and you don't have to go looking for animals to find.
As a way to perhaps tweak the balance somewhat, this suggestion is relatively simple: Increase the population of animals on the Island, and increase the locations where they can be found. This doesn't stop PvP play, but it does make the alternatives a stronger option.
Increasing the number of animals in the wilderness would mean more animal encounters for those exploring the wilderness - making it more difficult, and perhaps encouraging those who've stayed in town to perhaps get out and explore.
Increasing the locations where animals can be found is a simple modification - wild animals should be seen in town more often, given the lack of any fences to keep them out. With a lack of any rubbish handling in both outsider and native settlements, rats should also be a common feature of life in the settlements.
As a simple suggestion, rats should appear in any huts that have dead bodies within or that are empty (no one is resting within).
Comments
Another few hundred animals added, this brings the total to just over the number of active players. Look out for new creatures making an appearance soon (oops, said too much) --Simon 23:14, 22 April 2007 (UTC)
- That's great to hear Simon - any chance of some information on the number of animals in the daily statistics? --Johan Crichton 01:33, 23 April 2007 (UTC)
Talking parrots
Author | Timestamp | Type | Scope |
---|---|---|---|
Dog Pants | 16:57, 24 April 2007 (UTC) | improvement | Parrots |
Possibly available by use of a parrot training skill, but probably more fun if you have to repeat a word to a parrot a number of times. Say, a random amount between 5 and 15. Other players entering the same square will be greeted by the word (or words) that parrot has learned. For extra realism it could repeat that word ad nauseum until you either leave it's square or feel compelled to teach it something else. Obviously this would have no real game affecting effect, but it is rather amusing.
Comments
It could repeat randomly one of the learned lines and it could be taught up to 5 sentences/words. You could not teach the parrot with head full o'words anything new, yet parrot would forget the lines after some time - month, week or so. And parrot teaching could be first animal-related skill letting you interact with them beasts. But I bet it is not so beautiful from code-side of view, as it would presumably need every parrot got her own nest in the database, in order to retrieve the words.
duh, forgot to sign it Lama
- Totally pointless, but I'd still enjoy this, a whole army of swearing parrots FTW --Htkl 20:35, 24 April 2007 (UTC)
- Sounds good to me. Heck, I'd like a parrot. Still, I like my own joke on the forums:
Since your last turn: The parrot says, "Arr, be gone with ye." The parrot bites you for 1 damage.
- -Mark D. Stroyer 03:55, 25 April 2007 (UTC)
- seems like Dennis already has met a speaking parrot. Check the forums! Lama
Statistics: New Statistics
Author | Timestamp | Type | Scope |
---|---|---|---|
Johan Crichton | 03:33, 26 December 2006 (UTC) | improvement | players |
The current statistics pages display Shartak's top explorers, top gold collectors and top killers - however there are other roles to play in the game. This suggestion is to simply record and display a number of statistics that are currently not viewable on the statistics page such as 'wounds healed', 'spirits banished', 'items traded' and so on.
Wounds healed wound be the number of times that a character uses a first aid kit or healing herb on another character (personal healing should not be counted if that's possible?). It would allow a 'top healers' page.
Spirits banished would be a simple count of spirits banished, and would allow a 'top exorcists' page.
Items traded would reflect active trading between settlements - so items traded with the home trader would not count. It would allow a 'top traders' list, which could be perhaps displayed on the same page as the 'wealthy characters' and allow readers to compare the two lists.
Comments
Based on a discussion on the forum - Suggestion: New Statistics? - Wounds Healed should be based on HP healed, Items traded should be based on trades with a trader where the trader is happy to see the character.--Johan Crichton 01:20, 5 February 2007 (UTC)
- Spirits exorcised + HP Healed added to player profile. --Simon 22:10, 29 April 2007 (UTC)
- Items traded implemented as well. You get bonus XP and trading points for any trade with a trader (other than your home trader) where the trader is pleased to see you. --Simon 21:40, 30 April 2007 (UTC)
Broken Knife
Author | Timestamp | Type | Scope |
---|---|---|---|
Mark D. Stroyer | 20:28, 27 April 2007 (UTC) | Searching | Broken knife findings. |
In locations where there is nothing to find, there is the chance to find a broken knife, which you discard. However, I've seen many times how new players don't know if that means there is actually something there or if it means nothing. I propose the text be updated slightly. It would be as follows:
"You find a broken knife, which you discard. It seems there is nothing to be found here."
Comments
- Implemented. --Simon 22:35, 29 April 2007 (UTC)
- ...Wow. I have to say it again, Simon. You are fast! -Mark D. Stroyer 22:25, 30 April 2007 (UTC)
Contact List/Tracking Mastery Integration
Author | Timestamp | Type | Scope |
---|---|---|---|
Rip Purr | 02:49, 12 January 2007 (UTC) | Skill, improvement | All or Scout/Explorer |
Expert Mastery is overly canned as fairly useless, as it's a touch aimless and the amount of AP you put in to tracking means it's kind of easier to just go walking about randomly and see what you bump into rather than bother with the pesky 'Look for Tracks' button. However, if one knew WHO one was tracking, they might spend a little more time using this skill. It's stupid to have EVERYONE's name pop up in the tracking interface, but what if you were able to recognise the tracks of those in your contact list? It stands to reason that if they are in your contact list, you are quite familiar with them, and if you're a Master tracker, you'd be able to recognise their tracks. So, why not incorporate that into Master Tracker? The usual stuff would come up, native here recently, outsider went south-west, but with this addition: "You recognise tracks of The Malice, here recently. They lead south-west." We could make this a Scout/Explorer specific additional tracking skill at the end of the Tracking tree.
Comments
I like this, but I can't realy see it being implemented, whouldn't every character need individual programing work done on them to get the unique tracks? --Rozen 05:43, 24 April 2007 (UTC)
- Surely tracks could just have the user ID number integrated into them, would probably still add excessive processing and database info, but not too complex --Htkl 08:07, 24 April 2007 (UTC)
- Implemented, although not quite like this, but pretty close. --Simon 21:52, 25 June 2007 (UTC)
Juicing
Author | Timestamp | Type | Scope |
---|---|---|---|
Black Joe | 02:40, 10 March 2007 (UTC) | Juicing | All players |
If an individual has an empty bottle/gourd and a certain number of fruit, they should be able to make fruit juice. Juicing would cost AP equal to the number of fruit. A bottle of juice would heal HP equal to the number of bananas/mangos (mangoes?). For the purposes of this post, we'll say that number is four. When they have an empty bottle and four fruit of the same type, they can press a button saying "Make juice" (4AP). I'll give an example to make the utility of this more clear.
Black Joe the pirate is walking through the jungle on his way to Durham. He's fought some animals and gained some XP. However, he drank his five bottles of rum and used all his first aid kits. He's south of the shipwreck, so he's not near any rivers. However, he runs across a banana tree. He eats a few to bring his HP up to full. However, he knows he's going to fight more animals and lose more HP. So, he harvests 20 more bananas, which take up a lot of inventory space. He then juices the bananas, filling up his bottles and giving him 5 bottles of banana juice. The bananas themselves are removed from his inventory. Juice provides more nutrients than water, and WAY more than beer, so he can recover 20HP with the bottles he now has. The AP use will be slightly more than if he just ate them (4AP to juice, and 1AP to drink it, whereas just eating them would cost 4AP); however, the juice provides more health benefits than water/rum/beer. It also uses less inventory space.
Notes: Juice could only be made by players. It couldn't be found during searches.
Benefits: -Provides better healing than water/rum/beer. Also, there are only a few freshwater sources. There are mango and banana trees everywhere. Juice will provide a reliable, widespread source of HP recovery, albeit at an increased time cost. -Won't make water or alcohol obselete. Both will be easier to acquire than juice, as they can be found. Also, water can be acquired at any freshwater source. -Won't make FAKs/Herbs obselete, as they will provide more healing. -Deepens the Shartak economy. Right now, nothing is manufactured by the players. Everything is "found." By making something a player-produced item, players will have the opportunity to actually contribute to the economy. -May cause the creation of juicing companies, widening RP opportunities. Since juices provide more HP (and therefore more healing XP) than water, players will prefer to take them into the wild. This will cause them to be in demand at the traders' huts. Therefore, some players will undoubtedly dedicate their time to creating juices. -Have you ever tasted mango or banana juice? They're both pretty tasty.
Comments
Very good idea! Maybe juicing would require a tool of some sort, though? That aside, I like suggestions that are good in several ways (helps those who are prone to lose lots of HP, encourages RPing, advances the economy, etc), so I would definitely like to see this happen. Simon?--Nosimplehiway 14:55, 13 March 2007 (UTC)
- i like this one. i think some people get stuck with a lot of bottles and a lot of fruits. so this might become a good thing.
instead of having like separate item slots for the bottles. eg. Bottles of Mango Juice, bottles of berry juice. we could have only Bottle of Juice. and there would be poison juice from poison berries hehehe -Elegost 02:40, 18 April 2007 (UTC)
- I like the idea of just "Bottles of juice" rather than huge numbers of inventory rows with different juice bottles. In terms of the UI, how about if you have the pre-requisites the [banana] button becomes a dropdown with [eat/juice] banana instead and you choose which one to do in the same way as drinking or pouring water is done ? I agree with Nosimplehighway that maybe a tool would be required - some kind of special item that allows you to get the most juice out of the fruit. Any suggestions what? Perhaps even a knife/dagger + a juicing skill? --Simon 01:01, 22 May 2007 (UTC)
That sounds great. Shartak's going drop-down crazy! That certainly makes the knife more useful, but I think you should have a change of breaking your knife if you do that. I assume you're pressing the flat of the blade against the fruit, so i assume you could snap the metal eventualy. --Rozen 05:39, 22 May 2007 (UTC)
- Implented. --Simon 20:21, 25 June 2007 (UTC)
Locations List
Author | Timestamp | Type | Scope |
---|---|---|---|
Johan Crichton | 01:46, 25 June 2007 (UTC) | Game modification, Improvement | All characters with the exploration skill |
A 'location' would be like a 'contact'. Every character with the Exploration skill would have a "Locations List" they could add to/maintain/reference in their travels of the Island. A location would record:
- Where it is - either GPS style coordinates or a Mountain reference (location c.v the mountain)
- How far away it is - "42 steps as the crow flies, NE."
- A small note field - 50 characters "Home Sweet Home" "Beware: Wiksik" etc.
The number of locations a character could remember would depend on (a) whether they are a donor character and (b) the trekking skills they have. Every character would have five locations to begin with upon gaining the Exploration skill. Gaining Cartography would give you another five (or ten?) locations, and being a donor would give you more again.
Advantages:
- Can record useful locations. "Fruit Trees" "Ruins" "Giant Squid breeding ground"
- No need to use a greasemonkey script to figure direction/distance.
- The idea is something similar to the contacts list - so possibly easier to implement than a whole new mechanism?
Comments
- Surely cartography would get you the initial waypoints since then you're able to note down on your map where things are. Extra for donors - makes sense to me. --Simon 18:31, 27 June 2007 (UTC)
- My thinking was that I can keep a mental locations list in my head without a need for a map - a map just makes it easier to record more locations, so exploration seemed like a better starting skill, and it makes the list available earlier. --Johan Crichton 04:39, 28 June 2007 (UTC)
Moved to implemented. Player maps allow a certain number of locations to be recorded and directions to those locations given. --Frisco 20:23, 30 June 2007 (UTC)
Use FAK on Others Text Change.
Author | Timestamp | Type | Scope |
---|---|---|---|
Mark D. Stroyer | 02:27, 9 January 2007 (UTC) | Flavor change. | People with FAKs. |
One thing I've noticed while playing is that when someone heals you, it says "So and so helps you use a first aid kit and restore X health."
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed.
"So and so uses a first aid kit on you and restores X health."
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds.
Comments
I'm for it - really easy to do and it would clear up some confusion. - The MaliceMG 01:33, 22 January 2007 (UTC)
- Agreed. It was originally coded to allow you to help someone to drink a bottle of water / use a first aid kit etc but at the moment you can only use a fak on them so I've reworded it. --Simon 08:17, 13 February 2007 (UTC)
Knife Tweak
Author | Timestamp | Type | Scope |
---|---|---|---|
Elegost | 10:17, 12 July 2007 (UTC) | improvement | Everyone |
I just noticed that knives have the same accuracy as cutlasses and machetes. I was thinking, most people survive with the little blade called a knife, because in the real world, it is fairly accurate and easy to wield. Perhaps the knife and dagger's accuracies could be raised to 50%, but the damage will remain the same. It becomes more accurate, and the perfect assassin's weapon, or to help newer players to hit things faster.
Comments
- 50% before skills take effect (85%? with 2 skills) or 50% after skills.. so just 5% increase? --Simon 18:31, 12 July 2007 (UTC)
Map Marker colour selector
Author | Timestamp | Type | Scope |
---|---|---|---|
Johan Crichton | 09:07, 13 July 2007 (UTC) | UI improvement | map.cgi |
Place the map marker colour selector widget on the the actual map.cgi map screen. This would allow people to select the colour on the map screen, without requiring them to go off to the profile editor screen where it currently is.
Comments
Good idea. Just like *that* then. Implemented. --Simon 14:48, 15 July 2007 (UTC)
More Economic Information
Author | Timestamp | Type | Scope |
---|---|---|---|
0000FF Beard | 15:12, 20 June 2007 (UTC) | Addition | Statistics Page |
Currently, the statistics page only shows who the richest players are, not what the total amount of money is, nor which the richest clan is. That is why I am suggesting this: have the statistics page show how much gold there is on Shartak (by summing up the gold of all active players), and also have it show the richest clans of the island (by summing up the amount of gold each active clan member has). This would significantly enhance the economical aspect of the game, in my opinion.
Comments
The 'total gold' suggestion I think would be great - however, in thinking about it, the richest clans may have an issue in that a player can control if their character appears in the rich list as anonymous - but remaining anonymous when your clan is in the 'wealthy clans' list may not be so easy? --Johan Crichton 21:18, 20 June 2007 (UTC)
- Well, I must admit that I can't think of any good solution for that.
- But I don't think it will really be a problem, because in a clan with multiple members, it is unclear who has exactly what amount of gold.
- Something that would help, however, would be giving clan administrators the option to exclude their clan from the list of richest clans, just like individual players can exclude themselves from the list of richest players. 0000FF Beard 10:11, 21 June 2007 (UTC)
The statistics page will now show the wealthiest clans. --Wulla-mullung 22:06, 16 September 2007 (UTC)
Invite messages
Author | Timestamp | Type | Scope |
---|---|---|---|
Black Joe | {{{suggest_time}}} | Alteration to game | Invite text |
I suggest that clan leaders, when they invite someone to join their clan, be able to add a brief message onto the invite. That way, they can give reasons why they think that person would be happy with their clan. This will result in people having a better idea on whether or not they want to join the clan.
Comments
Sounds great --Rozen 17:05, 28 May 2007 (UTC)
Profile Modification: Display last kill information
Author | Timestamp | Type | Scope |
---|---|---|---|
Johan Crichton | 00:55, 5 February 2007 (UTC) | improvement | All character profiles |
In a character profile, the game displays information about what the character has killed in the game - e.g.
NPC kills: 293 (Animals: 293; Shamen: 0; Traders: 0)
Natives killed: 6 (Raktam: 1; Dalpok: 1; Wiksik: 4)
Outsiders killed: 3 (Derby: 0; Durham: 1; York: 1; Shipwreck: 1)
The 'Died' line in a character profile displays information about when the character last died (if they've died) and where their death was at the hand of another character, lists which character that was -
e.g.
Died: 11 times (last time was 200Y-MM-DD HH:MM at the hands of DarthVisor).
This suggestion is that the 'Kills' entries in the character profile be modified to include information about the last kill - e.g.
NPC kills: 293 (Animals: 293; Shamen: 0; Traders: 0; last kill: Giant Squid)
Natives killed: 6 (Raktam: 1; Dalpok: 1; Wiksik: 4; last kill: Suggestiondox)
Outsiders killed: 3 (Derby: 0; Durham: 1; York: 1; Shipwreck: 1; last kill: Nyarlathotep)
if that's possible to be implemented.
Comments
Implemented. --Simon 22:02, 29 April 2007 (UTC)
- Thanks Simon! Part of the original suggestion was to have 'last kill' information for NPC kills - e.g. last kill: a parrot - as well, is that doable at all?--Johan Crichton 02:27, 30 April 2007 (UTC)
- Implemented. --Simon 19:50, 30 April 2007 (UTC)
Direct Item Giving
Author | Timestamp | Type | Scope |
---|---|---|---|
0000FF Beard | 13:37, 11 November 2007 (UTC) | Ability | Players who wish to transfer items |
Direct item giving would allow a player to give an item to another player.
It would work the same way as giving gold, but instead of different amounts of gold, a player could select from different items found in his or her inventory, and would be able to give one of those to another player on the same square for the cost of one AP.
The menu would appear such as this: "Give [list of items] to [list of players]", and would be located under the gold giving menu.
Even though it is currently possible to transfer items with the hole-transfer technique, doing that requires coordination and a lot of AP, so an easier way to do it would have many benefits for both the players who simply want to give others an item and those who want to set up their own shop or become a travelling trader.
Cheating should also not be a problem, as Simon himself has said that he would make anti-cheating rules for this feature if it gets implemented.
Comments
- Implemented. --Simon 20:06, 23 December 2007 (UTC)