Suggestions:Implemented
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This is a page of implemented suggestions for Shartak. Please refrain from editing or deleting any of the information recorded here.
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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.