Difference between revisions of "Suggestions:Implemented"
Line 11: | Line 11: | ||
== Implemented == | == Implemented == | ||
+ | |||
+ | ===Planting/agriculture=== | ||
+ | Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March) | ||
+ | |||
+ | ''Comments'' | ||
+ | :Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT) | ||
+ | ::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT) | ||
+ | :::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]] | ||
+ | ::::Just for the lulz, it should be allowed to plant bushes or trees which only grows poisonous fruits, one for natives and one for outsiders, unidentifiable without native/outsider knowledge respectively. Otherwise, to add a little twist, maybe for plants with real poisonous parts (potatoes anyone) might confuse the other faction (here: natives) and trick them into harvesting those unless they have outsider knowledge. --[[User:Baliame|Baliame]] 15:44, 26 December 2007 (UTC) | ||
+ | :::::There is now a farm just south of the Shipwreck Also, Maintained by [[Exotic_Sports_Hunting_Club|ESHC]] that spans in all directions with Vineyards and Trails--[[User:Bloodclott|Bloodclott]] 04:44, 29 April 2008 (UTC) | ||
+ | Forum threads discussing agriculture: | ||
+ | *[http://forum.shartak.com/index.php?topic=1222.0| Food on shartak (eating bananas all your life is just trouble waiting to happen)] | ||
+ | *[http://forum.shartak.com/index.php?topic=233.0| My plantation is but dirt and broken dreams...] | ||
+ | *[http://forum.shartak.com/index.php?topic=1134.0| Wheat] | ||
+ | --[[User:Buttercup|Buttercup]] 07:44, 11 May 2008 (UTC) | ||
+ | |||
+ | As of December 2008, Planting/Agriculture was the top voted feature on [http://www.shartak.com/features.cgi Feature Votes] with 34 votes. --[[User:Johan Crichton|Johan Crichton]] 05:50, 9 December 2008 (UTC) | ||
+ | ---- | ||
+ | |||
+ | === Religious Devotion === | ||
+ | Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT) | ||
+ | |||
+ | ''Comments'' | ||
+ | ---- | ||
+ | |||
+ | |||
=== Fire === | === Fire === | ||
Revision as of 15:34, 3 March 2012
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 4 5 6
If you would like to make new suggestions, see the Suggestions page.
Implemented
Planting/agriculture
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --DKChannelboredom (2 March)
Comments
- Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --Simon 09:47, 2 March 2006 (GMT)
- Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --Lint 08:40, 5 March 2006 (GMT)
- There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - FirstAmongstDaves
- Just for the lulz, it should be allowed to plant bushes or trees which only grows poisonous fruits, one for natives and one for outsiders, unidentifiable without native/outsider knowledge respectively. Otherwise, to add a little twist, maybe for plants with real poisonous parts (potatoes anyone) might confuse the other faction (here: natives) and trick them into harvesting those unless they have outsider knowledge. --Baliame 15:44, 26 December 2007 (UTC)
- There is now a farm just south of the Shipwreck Also, Maintained by ESHC that spans in all directions with Vineyards and Trails--Bloodclott 04:44, 29 April 2008 (UTC)
- Just for the lulz, it should be allowed to plant bushes or trees which only grows poisonous fruits, one for natives and one for outsiders, unidentifiable without native/outsider knowledge respectively. Otherwise, to add a little twist, maybe for plants with real poisonous parts (potatoes anyone) might confuse the other faction (here: natives) and trick them into harvesting those unless they have outsider knowledge. --Baliame 15:44, 26 December 2007 (UTC)
- There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - FirstAmongstDaves
- Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --Lint 08:40, 5 March 2006 (GMT)
Forum threads discussing agriculture:
- Food on shartak (eating bananas all your life is just trouble waiting to happen)
- My plantation is but dirt and broken dreams...
- Wheat
--Buttercup 07:44, 11 May 2008 (UTC)
As of December 2008, Planting/Agriculture was the top voted feature on Feature Votes with 34 votes. --Johan Crichton 05:50, 9 December 2008 (UTC)
Religious Devotion
Required to use "Holy Scriptures" --One of many doctors 23:22, 16 February 2006 (GMT)
Comments
Fire
How about fire for torches? Fire could also:
1. be used on the jungle ("You set fire to the surrounding jungle, causing smoke to billow into the sky." The square could turn orange and then red as it was burned, then finally brown once it burned out),
2. be used as campfires for villages and the wreck,
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.")
4. burn opponents, ("You hit Long Fin Killie in the face with a torch for 3HP damage.") or huts (""You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.")
5. scare away wild animals like tigers, which might not approach a torch.
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).
Fire might also be visible from a distance. "You see a column of smoke to the north east."
And, as a gag, if you drink rum while holding a torch then you breath fire.
"You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch." or even, "You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!" -A Cow
- That would be amusing, if pointless, like the coin-toss. - FirstAmongstDaves
- To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels ("slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a "hut repair" skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --AlexanderRM 01:04, 13 September 2007 (UTC)
- That would be amusing, if pointless, like the coin-toss. - FirstAmongstDaves
Flintlock Pistols
Author | Timestamp | Type | Scope |
---|---|---|---|
Rozen | 02:36, 12 November 2006 (UTC) | New Item and Set of Skill to go along with it | Whoever can shoot a gun |
Mechanics
- Half the inventory space of the rifle
- 1 shot loading
- .5 AP to load. (or skill to make it so)
- 4 damage
- Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.
- Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.
- Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'
Roleplay and realism
- Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).
- Pirates have always been seen with cutalss and one-shot pistol in hand.
Skills
- No Skill- 5% chance of hitting your target
- Pistol Marksmanship(Soldiers and Pirates)- Plus 20% chance to hit your target with a Flintlock Pistol
- Advanced Pistol Marksmanship- Plus another 20% chance to hit your targetwith a Flintlock Pistol
- Hunter Marksman (Scouts with outsider knowledge and Explorers)- Plus another 20% chance to hit your target with a Flintlock.
- Flintlock Mastery- Plus 15% chance to hit your target with Flintlock Pistol
- Quickshot- Loading costs .5 AP
Comments
Original idea by Rozen. Wiki-fied by Che
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P --Rozen 22:59, 28 May 2007 (UTC)
I'd really like to see this become a reality Rob. I would suggest it only be available at the shipwreck though. The only reason I can think of, as to why Simon hasn't introduced a firearm for Pirates so far, is that he wants Pirates to stay focused on bladed weapons, or at least, not favouring firearms over bladed weapons. But I'm only guessing here. Wild guessing at that ;) Anyways, if that were the case, I would make the hit% the same as using a cutlass/machete. 45% but with an extra point of damage. --Cthulhu
Flint & Tinder
Author | Timestamp | Type | Scope |
---|---|---|---|
Skull Face | 17:01, 29 January 2008 (UTC) | New Item | All classes |
This suggestion is for a new item, a flint and tinder box for the creation of fires. This item would be found by searching empty huts in camps or the cabins at the shipwreck.
Comments
Comment here
Flintlock
Author | Timestamp | Type | Scope |
---|---|---|---|
Skull Face | Skull Face 12:22, 9 November 2007 (UTC) | New Item | All classes |
This suggestion is for a new item, the flintlock pistol, a black powder weapon from the pirate era, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with Black Powder Proficiency) delivering 4 HP damage on a successful attack. The flintlock would be a 1 shot weapon requiring 2 APs to prime with a powder charge (1 AP with Black Powder Proficiency), 1 AP to load with 1 lead balls and 1 AP to fire. When loaded and carried through a water square each flintlock would have a 50% chance of being soaked and the powder ruined - the item description would change to a useless flintlock. Such a weapon would have to cleaned using 2 APs (1 AP with Black Powder Proficiency) and the ammo added back to the user's inventory before the flintlock could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 4 HP damage to the user c.f. breaking machetes.
Comments
This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.
- It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with Black Powder Proficiency. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--Skull Face 12:48, 6 December 2007 (UTC)
Pistols found in Shipwreck
Author | Timestamp | Type | Scope |
---|---|---|---|
Fauzii | 11:00 August 13, 2011 | Balance the availability of Pistols | Pirates |
Pirates have it a bit rough in this game. That is part of the fun for sure: No one seems to like them. But their class specific skill of Pistol Training isn't much good considering how hard it is to find Pistols. If they have the ability to be specialists in Pistols wouldn't they have some on their OWN ship? I have spent almost the entirety of my time in game LOOKING for the ghost ship and I have never seen it. Then I wander into a village to resupply and someone throws a fit and kills me (with a rifle) for searching for FAKs. If I at least had a pistol... OOOH! Then they'd be sorry!
Comments
I agree that one should be able to find pistols in a fixed location, or at least the bullets. Still, pirates need a reason to raid the ghost ship. Perhaps a charm that lowers pistol breakage chance and instead has a chance to break itself?
Absinth
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. --Mad Robert 03:53, 19 March 2006 (GMT)
- No reason to drink it then? --Grigoriy 23:37, 19 March 2006 (GMT)
- I'm sure someone would drink it anyway. Could bring back some HP, of course... --Mad Robert 23:50, 19 March 2006 (GMT)
- The whole "distortion of game display" thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location ("As the effects of the See tabsinthe wear off, you realize that you have moved to a different part of the jungle."). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these "strange herbs" would give outsiders something to confuse healing herbs with. — Elembis 13:24, 21 May 2006 (BST)
When found/bought/clicked, it should say, "You search/bought/see and find absinth. It's probably not safe to drink." I've never heard of absinth before, and wouldn't want to end up with a bunch of weird effects when I thought it was just another kind of booze. Adding "It's probably not safe to drink." should clear up the confusion. When you take it, it should say, "You feel really weird, and things don't seem normal right now. This should wear off in an hour or two."
Maybe a different effect? For the next however many hours clicking "move" sometimes moves you in a random direction, speaking jumbles some of your words, you can't aim straight, and searching turns up pink elephants? --Buttercup 01:38, 16 January 2008 (UTC)
- I read up on absinth. It IS booze. Geeze, and here I thought it was some kind of hallucinogen the way you were talking. --Buttercup 08:06, 27 January 2008 (UTC)
- Yes, it's quite intense being normally around the 70% alcohol percentage. It contains Thujone, which was reportedly responsible for hallucinations. Oh, and it doesn't cause hallucinations. I drink it and to be quite frank, anything around 70% that is drunk in suitable quantities would cause many a vision. Good stuff :)--Cthulhu 08:52, 27 January 2008 (UTC)
- Ah good old Absinthe, the nasty stuff is about 90% (not legal in most countries) and indeed it is not hallucinogenic but comes very close when you are blind drunk. Perhaps it should cure poison but reduce your accuracy for several ap (if you can survive a bottle of 90% absinthe then you can survive pretty much any other poison).--Etherdrifter 19:04, 28 January 2008 (UTC)
- I've heard of that 90% stuff. Gotta get a bottle for myself :) I do like the cure poison suggestion, but I suspect there is something else that helps deal with poison ;)--Cthulhu 06:28, 1 February 2008 (UTC)
Cross References:
--Buttercup 12:06, 11 May 2008 (UTC)
Tunnels
Tunnels underneath the island lead to interesting places.
Comments
- How do you know they don't exist? :) Dr. J
- Tunnels underneath the island lead to interesting places. --Tycho44 06:43, 8 June 2006 (BST)
- With the addition of the island of Rakmogak, the game gained numerous underground tunnels leading to interesting places. --Johan Crichton 09:43, 25 November 2008 (UTC)
- Tunnels underneath the island lead to interesting places. --Tycho44 06:43, 8 June 2006 (BST)
Inventory Limit
I think I would like to have an indication of how much of my inventory limit is being used up. :D --Lint 22:12, 11 March 2006 (GMT)
- The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as "(x/y)" appended to the inventory header, I could do something like a small bit of text just below the header like "You can carry lots more" "You can carry more things" "You can't carry much more" "You might be able to carry a couple more things" "You can't carry anything else". The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --Simon 11:02, 14 April 2006 (BST)
- Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --Lint 20:13, 14 April 2006 (BST)
- "is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --Tycho44 09:10, 29 April 2006 (BST)
- <Bump.> Also, why not "(x/y)" appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication "(x)" would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --Tycho44 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --Tycho44 22:31, 20 May 2006 (BST)
- "is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --Tycho44 09:10, 29 April 2006 (BST)
- See the last list item at The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts. — Elembis (talk) 07:51, 28 May 2006 (BST)
- Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --Simon 12:46, 9 July 2006 (UTC)
- It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --Lint 19:01, 9 July 2006 (UTC)
- Ok, this has been added...
<span class="invsize">36 / 70</span>
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --Simon 21:34, 9 July 2006 (UTC)
- The option to have inventory displayed as been part of the game for some time. --Johan Crichton 09:43, 25 November 2008 (UTC)
Breakable weapons
Author | Timestamp | Type | Scope |
---|---|---|---|
Black Joe | 10:25, 19 July 2006 | Weapon alteration | All weapons |
I'd like to propose that all weapons break occassionally. At the moment, cutlasses and machetes do, but I don't think any other weapons do. This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed. It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?). Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge). If it was breakable, it would be both more realistic and less unbalancing. That being said, the very name "heavy sword" implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.
Comments
- Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name "heavy sword" suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --Tycho44 16:14, 19 July 2006 (UTC)
- To me, heavy implies it's either thick or otherwise stronger. However, that's just my personal take on it, and it's not really a major point. My main suggestion is that any weapon should have a chance of breaking. Otherwise, there will be a surplus. Incidentally, I saw the "Uber Sword of Doom" entry, but given that this covers all weapons, I thought it best to create a separate topic. Thank you for your input, by the way. - Black Joe
- I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. Arminius 00:47, 27 August 2006 (UTC)
- As of late 2008, for some time now blowpipes and rifles have been known to become blocked and useless. --Johan Crichton 09:43, 25 November 2008 (UTC)
Clan News
Author | Timestamp | Type | Scope |
---|---|---|---|
Tomn | 02:37, 25 October 2007 (UTC) | Clan Organization | All clans |
Pretty simple idea; an in-clan news system that functions like the "Game News" system. Keeps clan members informed of any changes, updates, and so on without forcing them to check the forums, a wiki, or to meet the leaders personally. If server load is a problem (I dunno if it would be, but...), you could perhaps have a minimum amount of active players in the clan for news to work, or have a limit on how much news remains in the archives; for instance, only five news items at any time, with new, er, news deleting the oldest news..
Comments
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.
Message boards and Wiki pages can be used to do the same, but many people don't check those, so in-game messaging would be much more effective. --0000FF Beard 08:58, 25 October 2007 (UTC)
- I agree that this would be rather useful, with no ill side-effects. Two thumbs up! Blahmicho 19:32, 25 October 2007 (UTC)
- This would really help people remember there clans and keep them more active, maybe leading to bigger real-time battles or more people after the hide of a squid. A very good idea. Edwardel 19:14, 24 November 2007 (UTC)
- Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--Broderick 02:38, 25 November 2007 (UTC)
- I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--Cthulhu 05:42, 23 January 2008 (UTC)
- See also http://forum.shartak.com/index.php?topic=1039.0 --Simon 15:54, 24 January 2008 (UTC)
- Implemented. --Simon 14:17, 27 March 2008 (UTC)
Deadwood
Author | Timestamp | Type | Scope |
---|---|---|---|
Skull Face | 17:01, 29 January 2008 (UTC) | New Item | All classes |
This suggestion is for a new (sort of) item, dead wood branches. Dead wood would be found only in Jungle squares containing trees (density 5 or higher) or inside empty huts in camps. Each dead wood branch would occupy 1 inventory slot and function as driftwood.
Comments
This has been implemented as of late 2008. Deadwood can be bought at traders, and found in the jungle. --Johan Crichton 10:02, 25 November 2008 (UTC)