Difference between revisions of "Suggestions:Miscellaneous"
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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) | 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) |
Revision as of 16:15, 23 March 2006
Suggestions |
Items | Skills | Classes | Game mechanics | Miscellaneous |
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.
Begin a new item with a * and "sign" your suggestions using -- ~~~~ so we know who to blame ;)
Bug reports should go on the Bugs page.
This is the suggestions page for "other" ideas that don't fit into an easy category. See also the Suggestions page for other suggestions.
Other
Supplies in settlements
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.
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?
..probably too complicated for something that's rather useless. Oh well. --Ismo Kuikka
Comments
- 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? --Snarf 10:33, 17 February 2006 (GMT)
- 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) -- Daylan 00:01, 10 March 2006 (GMT)
Tunnels
Tunnels underneath the island lead to interesting places.
Comments
- How do you know they don't exist? :) Dr. J
Treasure to capture
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.
Comments
- I would like to modify this slightly Mystery Suggester. Please see the Unique Item Hunt suggestion. --Lint 08:40, 5 March 2006 (GMT)
Informational messages
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. Durja 18:14, 6 February 2006 (GMT)
Comments
- I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - Snarf
- Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - Snarf
- How about making a list of "informational messages" that might be required? - Snarf
- PlayerX killed PlayerY.
- PlayerX killed animal.
- PlayerY died from eating some poisonous berries. (self-inflicted death)
Player VS Player Interaction
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - Nan
Comments
- Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --Jackel 19:52, 27 February 2006 (GMT)
- The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --Daylan 00:27, 7 March 2006 (GMT)
Spirit Movement
A couple thoughts on this topic.--Jackel 02:29, 6 March 2006 (GMT)
- My character has the "trekking" skill, but as a spirit, actually moves slower (1 AP per square) than when he's alive! Spirits should move at least as fast as someone skilled at traversing terrain.
- Perhaps spirits have less impetus than live characters --Dr. J 18:55, 7 March 2006 (GMT)
- Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?
- Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?
- They also can't move through the deepest water, but that is the boundary of the game I'm guessing.
Player Titles
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and Murk would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --Frisco 04:15, 10 March 2006 (GMT)
Comments
- I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --Lint 22:12, 11 March 2006 (GMT)
Ability to use the 'Back' button
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. --Meatiershower 17:17, 10 March 2006 (GMT)
Comments
- 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. --Simon 18:46, 10 March 2006 (GMT)
- Yep, that one works with firefox on a right-click.MorkaisChosen 16:11, 16 March 2006 (GMT)
- 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.) --Lint 21:46, 10 March 2006 (GMT)
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)
In-game Rankings
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--Jackel 01:03, 16 March 2006 (GMT)
Comments
Lets use a suggestion template
Lets use a suggestion template
Like the one from Urbandead, Because honestly this page is very messy
Suggestion Name
Author | Timestamp | Type | Scope |
---|---|---|---|
{{{suggest_author}}} | 18:24, 19 March 2006 (GMT) | Skill, balance change, improvement, etc | Who or what it applies to |
Full description. Check spelling and be descriptive.
Comments
{{{suggest_comments}}}
"Comments Below"
Ditch the AP cost of dropping something.
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. --MeatPie 07:32, 23 March 2006 (GMT)
Comments
Wiki: table CSS
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on Tips and Tricks). I tried to edit WikiMedia:Common.css but it's edit-locked. --VTBassMatt 16:14, 23 March 2006 (GMT)