Difference between revisions of "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.
 
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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Older implemented suggestions are archived on the following pages: [[Suggestions:Implemented/1|1]] [[Suggestions:Implemented/2|2]] [[Suggestions:Implemented/3|3]] [[Suggestions:Implemented/4|4]] [[Suggestions:Implemented/5|5]] [[Suggestions:Implemented/6|6]]
  
 
If you would like to make new suggestions, see the [[Suggestions]] page.
 
If you would like to make new suggestions, see the [[Suggestions]] page.
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== Implemented ==
 
== Implemented ==
  
=== Writing on the tree (or sand) ===
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===Campfire===
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid "carve-wars" the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)
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{{suggestion|
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suggest_type=Making fire, and a skill to make it easier|
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suggest_scope=Applies to all people|
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suggest_description=
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*You spend 5 AP breaking twigs and preparing kindling with the featherstick method. this can stay in your inventory as 'Fire kit/Kindling/Tinder' until you use a sharpening stone and a knife to spark it, which can blunt your knife, by clicking on the kindling in yor inventory while in possession of the stone and knife/dagger.
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*When you light a fire, it appears as a description on your square (or an icon?) something along the lines of 'There is a campfire here'. When you're within 5 squares of the fire, you should get a message appearing on your screen in the description about being able to smell smoke, hear the crackling or see the light.
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*The fire scares away all types of animals, stopping you from being attacked in the night. It could also; improve whatever searches you make, scar the ground when the fire is destroyed or runs out and/or improve the effects of HP restoring items. or even make you automaticaly recover HP, or recover AP faster.
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*Can cauterise a bleeding wound for 10 HP, stopping the bleeding but damaging you further.
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*Skills:
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'''Basic Bushcraft''' - Light fires for 5AP rahter than unskilled 10 AP
  
''Comments''
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'''Advanced Bushcraft''' - Light larger fires (for cauterising, possibly cooking and distilation of salt water?)|
* FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)
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suggest_time=10:49, 8 June 2007 (UTC)|
** Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)
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suggest_author=[[User:Rozen|Rozen]]|
----
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suggest_comments=
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With the fire scaring away all types of animals, I'm wondering if this would allow an organised group to herd wildlife. --[[User:Johan Crichton|Johan Crichton]] 01:47, 14 January 2008 (UTC)
  
=== Areas explored stat ===
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I would think that advanced bushcraft wouldn't be so much about making a fire bigger as about controlling it better. Like how the aborigines in Australia would do controlled burns to increase the amount of tasty wildlife in the area. From [http://en.wikipedia.org/wiki/Fire-stick_farming wikipedia]:
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<blockquote>Fire-stick farming is a term coined by Australian archaeologist Rhys Jones in 1969 to describe the practice of Indigenous Australians where fire was used regularly to burn vegetation to facilitate hunting and to change the composition of plant and animal species in an area.
  
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)
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Fire-stick farming had the long-term effect of turning scrub into grassland, increasing the population of nonspecific grass eating species like the kangaroo. The ecological disturbance caused by fire-stick farming has been implicated in the extinction of the Australian megafauna.
  
''Comments''
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In wet and dry sclerophyll forests, firestick farming opened the canopy and allowed germination of understory plants necessary for increasing the carrying capacity of the local environment for browsing marsupials.</blockquote>
* Implemented, together with kill stats within profiles. --[[User:Simon|Simon]] 17:35, 7 March 2006 (GMT)
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Also, it would be interesting if leaving the fire unattended (leaving the square) while the fire was still burning could lead to forest fires. --[[User:Buttercup|Buttercup]] 07:58, 14 January 2008 (UTC)
** whoa!  and pker's beware, everyone will now know if you killed your own at any point in your wretched past. --[[User:Frisco|Frisco]] 17:48, 7 March 2006 (GMT)
 
**Not necessarily.. what if you were killing outsiders/natives from a different camp? --[[User:Simon|Simon]] 18:05, 7 March 2006 (GMT)
 
**Thanks simon, I thought it would be a useful thing to have. --[[User:Daylan|Daylan]] 21:50, 7 March 2006 (GMT)
 
* The area explored number refers to the number of 6*6 pixel squares you have uncovered on your map. As the map is 140*63 of these squares there are a possible 8,820 locations to uncover. A good proportion of these are inaccessible as they are mountain or ocean and the deep water locations are risky to explore because of sharks. My bet is that there are at most 4,000 locations available to be explored in this way --[[User:Dr. J|Dr. J]] 10:59, 8 March 2006 (GMT)
 
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=== Pirate ===
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I like that a person would be able to detect someone else's campfire. It's a good balance to it protecting you from animals. I think you should probably be able to see the smoke from a little bit farther away, though. Maybe 6 squares away if it's a small fire, and 7 squares for a big one? I think a big fire one should last longer than a small one, protecting you longer through the night. --[[User:Buttercup|Buttercup]] 22:45, 18 April 2008 (UTC)
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read).  Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)
 
 
 
''Comments''
 
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)
 
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)
 
:I really like the idea of pirates in Shartak, but I would prefer them to be NPCs. PC Pirates would have to have ships or boats, which would mean they have no reason to stick around other than bumping into the edge of the playable area. Furthermore, if PC Pirates could hop on their boats, they would have a distinct advantage in land-bound players, being able to "sleep" out on the water and mostly out of danger. I envision periodic raids of villages and towns, where the Natives and Outsiders face a common foe. They would always appear in decent sized groups, forcing players to band together or run for the jungle. --[[User:Jackel|Jackel]] 19:27, 8 March 2006 (GMT)
 
:Well technically you could say that for the outsiders too.. why don't the researchers and settlers just get on their boat and sail off into the sunset? --[[User:Simon|Simon]] 21:53, 8 March 2006 (GMT)
 
::Well, the scientists don't WANT to leave because they are doing research. The settlers don't want to leave because they are on the island TO SETTLE. The soldiers and scouts are bound by orders. As far as their lack of boats, I was sort of going with the idea that whatever ships and boats the Outsiders arrive on dump them off at the shore of the encampments and leave. This same idea could be used for pirates, I suppose; they were kicked off their pirate ships for some reason, but they wouldn't really be pirates without pirate ships, I think.--[[User:Jackel|Jackel]] 01:03, 9 March 2006 (GMT)
 
:I'm a little reluctant to see a new dynamic class enter the game when we haven't quite seen how the current classes interact. However, if this is just a small part in your plans, then I will just wait and see. --[[User:Lint|Lint]] 23:51, 8 March 2006 (GMT)
 
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=== Tracking ===
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I like it. Purposeful forest fires should be efficient at clearing jungle randomly, but not so efficient that it would make paths easier to build. The 10 AP total (at max level) would do away with perhaps an average of 15 or 20 levels of jungle on different squares.--[[User:TripleU|TripleU]] 01:56, 22 November 2008 (UTC)
Anyone with the Tracking skill should be able to track where people have gone, either generic "A native passed by here recently" or more specific "Average Joe left heading north 2 days ago".
 
  
''Comments''
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As of December 2008, Campfire was one of the features on [http://www.shartak.com/features.cgi Feature Votes] and had 26 votes.--[[User:Johan Crichton|Johan Crichton]] 05:53, 9 December 2008 (UTC)
* Should probably be a timelimit so you don't see "Average Joe left heading north 90 days ago". - [[User:Snarf|Snarf]]
 
*Could work for animals, too. How many times have you logged off near an animal, planning to pounce on it when you have more AP, only to find that, in that time, it's moved? The worst part is that it's never actually moved far; no, it definitely just moved a few squares in some direction, and you have no idea which. I like this skill idea.--[[User:Wifey|Wifey]] 01:50, 30 March 2006 (BST)
 
* Implemented. --[[User:Simon|Simon]] 21:58, 30 March 2006 (BST)
 
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===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. --[[User:MeatPie|MeatPie]] 07:32, 23 March 2006 (GMT)
 
 
 
''Comments''
 
*It does not take AP to drop stuff. --[[User:Grigoriy|Grigoriy]] 17:47, 2 April 2006 (BST)
 
*Sort of implemented. It was actually a bug that was created and then fixed, originally it didn't cost anything to drop an item, and then it did, and now it doesn't again. --[[User:Simon|Simon]] 01:45, 9 April 2006 (BST)
 
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===Changes to the Statistics Page===
 
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)
 
 
 
*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.
 
*Quick job... [http://www.shartak.com/statpkills.html http://www.shartak.com/statpkills.html] - not quite what was requested I think. This is a one-off and will not be updated regularly. Send me feedback! --[[User:Simon|Simon]] 02:07, 9 April 2006 (BST)
 
*I like 't, I got some serious killin' t' do! Arrr! --[[User:El Pirata Cofresi|El Pirata Cofresi]] 15:46, 9 April 2006 (BST)
 
*Very nice! It's even better than I thought it would be. -[[User:Arminius|Arminius]] 01:07, 12 April 2006 (BST)
 
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=== Accessibility For Visually Impaired Players ===
 
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.
 
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)
 
*Is [http://userscripts.org/scripts/show/3455 this] what you're suggesting? --[[User:Grigoriy|Grigoriy]] 17:43, 2 April 2006 (BST)
 
* Sounds like something that could be done, except I'm not entirely sure how. The icons are done using CSS, is there a specific media type for screen readers? For hidden text, would something in a class that sets the font-size to 1pt and background/foreground colours the same, do the job? --[[User:Simon|Simon]] 18:21, 2 April 2006 (BST)
 
* I'm afraid that I don't have much experience with this. Perhaps we could add 'title' attributes inside each table cell that specified the status of the block. So we can add to each table cell something like 'title=jungle density 5 hut' and 'title=water density 2'. [http://www.w3.org/TR/html4/struct/global.html#h-7.4.3 w3 specs] --[[User:Lint|Lint]] 21:52, 2 April 2006 (BST)
 
* My HTML knowledge is very basic but I have had a look at some VI web sites for some pointers. It seems that screen readers don't always pick up on the Title attributes on certain elements, the one I use (JAWS) can pick up Title text on Links with a settings change.  As for small font size hidden text, I don't know if there is a minimal size required, I'll have a look to try and find out.  ----[[User:Gubbins|Gubbins]] 01:15, 6 April 2006 (BST)
 
* The h4 tags around map block names have been replaced with span tags, and extra headings have been added on the right instead of just using bold tags. Unfortunately this has broken the greasemonkey scripts that handle mapping etc. Sorry! --[[User:Simon|Simon]] 01:49, 9 April 2006 (BST)
 
* Icon replacement and jungle density now available as options from the Edit Profile page. --[[User:Simon|Simon]] 11:07, 14 April 2006 (BST)
 
----
 
 
 
===Pirates displayed as pirates===
 
{{suggestion|
 
suggest_type=Change pirate display name on map from "Outsider" to "Pirate"|
 
suggest_scope=Pirates|
 
suggest_description=If a pirate is standing on a square, the square should read "1 Pirate" instead of "1 Outsider". Even though they are outsiders, they are a also a very seperate group, and are not affiliated with any of the three Outsider colonies. They should probably be enemies of the Durham/York/Derby colonial authorities/colonists, in fact. Changing their display name on-map to "Pirate" would facilitate conflict between the two (which there should be anyway) by letting each side know who is who. Even now pirates are viewed as seperate on the statistics page, and have an entire section of their own on the stat-kills page. Speaking of the stats page: as of this posting 65% of active players are Outsiders, but if we distinguish pirates from other outsiders it pretty dramatically improves the balance to 43% Outsider, 22% Pirate, 35% Native. Currently there is no way on-map to distinguish between the two, though. Note that all I am proposing is to change how they are displayed on the game map, this is not a proposal to make pirates an entire new "faction". There should still only be two categories of player to choose from when you sign up (Outsider & Native), and pirates should still be able to speak and understand Outsider language.|
 
suggest_time=14:23, 29 April 2006 (BST)|
 
suggest_author=[[User:Arminius|Arminius]]|
 
suggest_comments=
 
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*I am a pirate, and I approve of this message. Arrr.--[[User:Wifey|Wifey]] 18:30, 29 April 2006 (BST)
 
*Would this mean that the description panel on the right shows "Here is Mr Outsider. There is a pirate here. Also here is a native" or would it still show "Here is Mr Outsider and Mr Pirate. Also here is a native." of course complete with the dropdowns for attacking "a pirate" rather than specific pirates? --[[User:Simon|Simon]] 21:20, 29 April 2006 (BST)
 
**I would say that soldiers, settlers etc should still be able to see pirates names, because if it appears as "a pirate", then an entire new "faction" has been created, which is not what we want I dont think. But the whole point is that we should be able to distinguish between pirate and non-pirate outsider on the game-map, so maybe what could be done is this: Say an outsider soldier named Peter, a pirate named Paul, and a native named Mary are standing on a square. It would display the following to an outsider scientist who wanders on to the square: "Here is '''[[Main_Page|Peter]]''' and the pirate '''[[Main_Page|Paul]]'''. Also here is a native." (the links being their profile links) Also, I think natives should not see any difference, they should still see them all as outsiders . [[User:Arminius|Arminius]] 17:39, 30 April 2006 (BST)
 
***Huh. It looks like it's been implemented. Neat stuff. Thanks, Simon. :)--[[User:Wifey|Wifey]] 03:36, 5 May 2006 (BST)
 
****Yup, check the tooltips on the "2 outsiders" bits on the map as well. If there are outsiders and pirates in the same area, the local description (on the right) should list the outsiders first, pirates last. --[[User:Simon|Simon]] 19:00, 5 May 2006 (BST)
 
 
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===Trading Fix, allowing you to trade down===
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=== Forest Fire ===
 
{{suggestion|
 
{{suggestion|
suggest_type=Improve trading mechanics|
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suggest_type=Game mechanics, natural disasters|
suggest_scope=Traders|
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suggest_scope=Terrain|
suggest_description=The player currently is prevented from trading when the Trader doesn't have enough items in stock to meet his 'fair' price. Instead, I suggest that the Trader should offer you a reduced deal when he isn't carrying enough of the desired item: "Your Gem is worth 3 GPS Units, but I only have 1 GPS Unit in stock. Would you be willing to accept 1 GPS Unit in exchange for your 1 Gem? (accept/reject)" That would be a win/win, since the trade value of the goods in the Trading Hut would increase if the player agreed to this trade. The player knows what they're getting into, so they won't feel ripped off. In my opinion, increasing the number of successfully executed trades is a good thing.  
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suggest_description=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 <del>Grassland or</del> 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).|
''Edit:'' It would also be cool if the trader could offer you a reduced deal when you can't fit them in inventory. "Your Gem is worth 199 Poison Snakes, but you can't carry that many. Would you be willing to accept 47 Poison Snakes in exchange for your 1 Gem?"
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suggest_time=03:58, 17 March 2006 (GMT)|
|
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suggest_author=[[User:Lint|Lint]]|
suggest_time=09:22, 29 April 2006 (BST)|
 
suggest_author=[[User:Tycho44|Tycho44]]|
 
 
suggest_comments=
 
suggest_comments=
 
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In such a situation the button to take the trade should not read "Accept this trade", but should be (something like): "Accept this rip-off" to make it clear in no uncertain terms that they are taking a hit by accepting the trade. [[User:Arminius|Arminius]] 14:10, 29 April 2006 (BST)
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*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)
:I agree 100%. But it is frustrating that my desired trades are blocked by artificial constraints. For example, the single Poison Dart sitting in the hut is impossible to acquire: Trader Harry isn't willing to trade his Poison Dart for anything (other than a Bullet or Poison Snakes), because he'll ''make too much profit''. That stretches credulity -- if this were a real life trader, we could reach favorable terms in a heartbeat. He'd get my extra sharpening stone, and I could happily reload my blowpipe. --[[User:Tycho44|Tycho44]] 20:19, 2 May 2006 (BST)
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* 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)
::Also, for better or for worse, this would allow players to track the stock levels in the trading huts much more simply (i.e. offering a Gem). Currently, to track how many pieces of driftwood Harry has in stock, the player has to offer a gem, reject, offer a rifle, reject, offer a GPS, reject, offer a FAK, reject, and so on, putting IP load on the server. --[[User:Tycho44|Tycho44]] 20:19, 2 May 2006 (BST)
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** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)
 
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** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)
Looks like this has been implemented :) --[[User:Wifey|Wifey]] 02:50, 26 May 2006 (BST)
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* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)
:Only the first part - the bit where you don't have enough space to carry that many items isn't done. --[[User:Simon|Simon]] 08:31, 26 May 2006 (BST)
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** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)
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** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)
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** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)
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** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)
 
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===Planting/agriculture===
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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)
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 +
''Comments''
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: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)
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::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)
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:::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]]
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::::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)
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:::::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)]
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*[http://forum.shartak.com/index.php?topic=233.0| My plantation is but dirt and broken dreams...]
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*[http://forum.shartak.com/index.php?topic=1134.0| Wheat]
 +
--[[User:Buttercup|Buttercup]] 07:44, 11 May 2008 (UTC)
  
=== Supplies in settlements ===
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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)
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.
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----
 
 
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. --[[User:Ismo Kuikka|Ismo Kuikka]]
+
=== Religious Devotion ===
 +
Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)
  
 
''Comments''
 
''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? --[[User:Snarf|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) -- [[User:Daylan|Daylan]] 00:01, 10 March 2006 (GMT)
 
::Suggestion = adopted: [[Trading]] huts appear fully implemented. --[[User:Tycho44|Tycho44]] 22:29, 20 May 2006 (BST)
 
 
----
 
----
  
=== 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. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)
 
  
''Comments''
+
=== Fire ===
: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]]
 
: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]]
 
:How about making a list of "informational messages" that might be required? - [[User:Snarf|Snarf]]
 
:* PlayerX killed PlayerY.
 
:* PlayerX killed animal.
 
:* PlayerY died from eating some poisonous berries. (self-inflicted death)
 
  
* 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)
+
How about fire for torches? Fire could also:  
----
 
  
===Wiki Button===
+
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),
{{suggestion|
 
suggest_type=New Button|
 
suggest_scope=Wikiphiles, players in general|
 
suggest_description=So, uh... I don't know why but there's no button leading directly from the game ot the wiki. I just kind of noticed that difference between Shartak and UD. Kinda silly, no? I mean, as far as I can tell, the only place that a URL is given is on the FAQ (which I'm sure many don't read).
 
  
... Ok, yeah. I'm not really bothered that players need to read the FAQ to find the wiki. It'd be neat if there was a button on the game interface, though, like there is for News and Statistics.|
+
2. be used as campfires for villages and the wreck,  
suggest_time=23:01, 2 June 2006 (BST)|
 
suggest_author=[[User:Wifey|Wifey]]|
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
* There should be a button labelled "Help" on at least the main pages. This points to the wiki. It used to say Wiki but I figured people might not know what it was.. perhaps I should change it back so that people think "what's a wiki?" and click it.. --[[User:Simon|Simon]] 23:52, 2 June 2006 (BST)
 
** Oh. Well ''that's'' silly of me. Ok then. Your call, entirely. I'll leave this here so that people can give an opinion on whether it should be "Help" or "Wiki," I suppose.--[[User:Wifey|Wifey]] 00:23, 3 June 2006 (BST)
 
*** "Wiki", for Simon's reason. --[[User:Tycho44|Tycho44]] 06:46, 8 June 2006 (BST)
 
***"Help", since new users (who need help the most) will be even less likely to know what a wiki is. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 10:07, 9 June 2006 (BST)
 
*** "Help/Wiki", as a compromise :) --[[User:Simon|Simon]] 12:14, 9 June 2006 (BST)
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
  
===Rename tamdal Tack "Tak"===
+
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.")  
{{suggestion|
 
suggest_type=Cosmetic|
 
suggest_scope=One NPC trader, Tack|
 
suggest_description=All native [[NPC]] and [[camp]] names but this one use a "k" for the ''k'' sound instead of "ck" (e.g., "Dalpok", "Raktam", "Wiksik", "Jakota", "Movak", "Tik", etc.). Thus, for consistency, "Tack" should become "Tak". (Also, I think "Toe" looks more native and less anglicized as "Toh", but that's a minor point in comparison.)|
 
suggest_time=12:58, 9 June 2006 (BST)|
 
suggest_author=[[User:Elembis|Elembis]]|
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
* Good point. Tamdal Tak is it. Not sure about Toe/Toh. --[[User:Simon|Simon]] 01:08, 11 June 2006 (BST)
 
:*Yeah, I don't like "Toh" either now, so scrap that. Thanks for renaming Tak. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:31, 11 June 2006 (BST)
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
  
===Make "healing herbs" singular===
+
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.")
{{suggestion|
 
suggest_type=Cosmetic|
 
suggest_scope=One item's name|
 
suggest_description="Some healing herbs" is vague, and "one bundle of healing herbs" is too long. I recommend that the name be "healing herb", as in "one healing herb", "two healing herbs", and so on, just like "one first aid kit", etc.|
 
suggest_time=23:49, 10 June 2006 (BST)|
 
suggest_author=[[User:Elembis|Elembis]]|
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
* Yes, this sounds ok to me. Done. --[[User:Simon|Simon]] 01:09, 11 June 2006 (BST)
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
 
 
===Capitalize skill names consistently===
 
{{suggestion|
 
suggest_type=Cosmetic|
 
suggest_scope=Skill names|
 
suggest_description=Most skills, like ''Basic Tracking'', are capitalized fully in-game, but some, like ''Body building'', are not. If the first word in a skill is always capitalized ("You have Body building..."), why shouldn't subsequent words be capitalized, too? Skill capitalization should at least be consistent, and I recommend that consistency be attained by capitalizing the few not-fully-capitalized skills (which also include ''Native knowledge'', ''Ghostly whisper'', and a couple others).|
 
suggest_time=20:54, 11 June 2006 (BST)|
 
suggest_author=[[User:Elembis|Elembis]]|
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
Agreed. Cosmetic, but consistency is useful (especially when working with greasemonkey scripts or the wiki). --[[User:Tycho44|Tycho44]] 21:30, 16 June 2006 (BST)
 
* Sorted, except after some discussion, I went the opposite way to the above - Body building was already right, Advanced tracking is now right. --[[User:Simon|Simon]] 21:51, 16 June 2006 (BST)
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
  
===Use UTC for server times===
+
5. scare away wild animals like tigers, which might not approach a torch.  
{{suggestion|
 
suggest_type=Time zone standardization|
 
suggest_scope=Timestamps|
 
suggest_description=[http://en.wikipedia.org/wiki/UTC UTC] (a.k.a. "Greenwich Mean Time"), the worldwide standard, is the time zone people are most accustomed to converting times to and from. In comparison, British Standard Time (BST), which is currently used, moves the clock ahead of UTC by one hour in March and keeps it that way until October. UTC is better for wiki timestamps (since a later time will always correspond to a later edit) and gives anyone converting a timestamp only one DST ("Daylight Saving Time") setting to take into account: their own. |
 
suggest_time=16:43, 19 June 2006 (BST)|
 
suggest_author=[[User:Elembis|Elembis]]|
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
If this is for the wiki itself, you can change your timezone in the preferences. --[[User:Simon|Simon]] 21:20, 19 June 2006 (BST)
 
  
Wiki default timezone updated to UTC. In-game events are actually in GMT. --[[User:Simon|Simon]] 20:56, 19 June 2006 (UTC)
+
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."
  
Simon and I found that BST was the default time zone for wiki users as well as the time zone used for death times. Both of those are fixed now, and according to Simon the only part of the game that still uses BST is the "Been on the island since" field, which doesn't really need to be accurate to the hour. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:28, 20 June 2006 (UTC)
+
And, as a gag, if you drink rum while holding a torch then you breath fire.
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}}
 
  
===Timestamp the Shartak Interface===
+
[[FirstAmongstDaves]]
{{suggestion|
 
suggest_type=Interface improvement|
 
suggest_scope=all|
 
suggest_description=Put a small timestamp on the main Shartak interface screen, in addition to the current timestamping of messages, game events, last death, and so on. This would be a huge improvement for screenshots -- for example, tagging up checkpoints in marathon races or swims, capture-the-flag and other in-game games, verifying PKs, RP meeting attendance, etc. In addition, the timestamp would help those of us who don't use GMT to figure out the delta on game event messages. You could put the timestamp in the stats bar, or above or below the map, or above or below location description, or
 
'''Possible Actions:''' <small>(22:52, 19 June 2006 (UTC))</small>
 
... almost anywhere on the interface screen really. Trivial to implement and a major benefit for some of the roleplaying. |
 
suggest_time=22:52, 19 June 2006 (UTC)|
 
suggest_author=[[User:Tycho44|Tycho44]]|
 
suggest_comments=
 
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Done. Simon put this just below the HP/XP/AP/Gold text in a <nowiki><div></nowiki> tag that the game's CSS hides by default. You can see the server's time by editing your profile and checking "Include the server time on the main page?". &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:28, 20 June 2006 (UTC)
 
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}}
 
  
===Moving through fully chopped down or overgrown jungle===
 
{{suggestion|
 
suggest_type=Movement change|
 
suggest_scope=Every character in the game|
 
suggest_description=I sugget a change in the movement mechanics. It may not be approved by you, but I think it's logical. I wouls like to see a change that allows to reduce movement on fully chopped (d0) squares of jungle (I think that a reduction to 0,5 AP/move <s>(0,25 AP/move with Trekking skill)</s>, and an increase on (I think) squares ranging from d7 to d9 to 2 AP/move (1 AP/move with Trekking). D10 squares stay impossible to pass, until chopped. The logic says that when you have nothing under your feet except for ground you move faster, and in dense growth areas you walk slower. Such a change as I proposed may also need an adjustment in the jungle growth speed.|
 
suggest_time=22:15, 1 June 2006 (BST)|
 
suggest_author=[[User:Xintlaer|Xintlaer]]|
 
suggest_comments=
 
 
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*I like this, except the part about the trekking skill giving the ability to move 4 d(0) squares in one AP, that should definitely not be done. Maybe this: trekking should only apply to d(1) and up (the skill description says "faster movement through the jungle" anyway), and on d(0), all characters, whether trekking or not, should expend 0.5 AP to move onto another d(0) square. (note that if both of those changes are made it would not harm trekking-people, their AP-usage would be same as it is now.) One benefit of lowering movement cost on d(0) squares as far as game dynamics is concerned, is that it would make roads, the upkeep of roads, and the upkeep of towns (keeping towns free of jungle overgrowth), actually meaningful in a practical sense, by allowing for quicker travel. [[User:Arminius|Arminius]] 22:41, 1 June 2006 (BST)
+
"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,  
** Exactly what I was going to say, Arminius. Trekking on a road would be absolutely incredible... so we just don't give trekkers any added bonus there.--[[User:Wifey|Wifey]] 23:52, 1 June 2006 (BST)
+
"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!"
***Understood, agreed, changing--[[User:Xintlaer|Xintlaer]] 09:13, 2 June 2006 (BST)
+
-[[A Cow]]  
*0.5 AP per square on roads (still 0.5 AP with Trekking). 2 AP per square on heavy jungle (1 AP with Trekking). Creates tangible effect for the Highway Society - Preservation Front conflicts. An absolutely brilliant suggestion. --[[User:Tycho44|Tycho44]] 10:06, 2 June 2006 (BST)
+
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]
* Nice idea. Tap tap tap.. try that.. I think it should be pretty much what you've said. --[[User:Simon|Simon]] 19:40, 2 June 2006 (BST)
+
::: 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. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)
::Anyone agree that this has now been implemented and as such can be moved to [[Suggestions:Implemented]] ? --[[User:Simon|Simon]] 12:15, 9 July 2006 (UTC)
 
 
 
''Moved from [[Suggestions:Game mechanics]] at 08:00, 20 July 2006 (UTC) by [[User:Elembis|Elembis]].''
 
 
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}}
 
  
===Trading Hut Prices That Reward Foreign Travel===
+
===Flintlock Pistols===
 
{{suggestion|
 
{{suggestion|
suggest_type=trading hut item pricing change|
+
suggest_type=New Item and Set of Skill to go along with it|
suggest_scope=trading hut item prices|
+
suggest_scope=Whoever can shoot a gun|
suggest_description='''Problem:''' the Trading Huts reward characters who sit at home, and penalize characters who travel to foreign encampments. It is well-established that a character can earn 36+ gold coins per day by sitting at home and dumping at the local trader. Since camps are several days journey apart, foreign camps have to promise +72 gold coins of '''extra profit''' -- not just trade value, but trade value over and above the trade value in the local trading hut.  
+
suggest_description='''Mechanics'''
 
+
*Half the inventory space of the rifle
''Not viable:'' Changing the First-Aid Kit find rate in the Medical Hut is not a solution. Local dumping can be performed from the Medical Hut, the Ammo Hut, the Treasure Hold, a Mango Tree, or even by recycling the Trader's inventory. Reducing particular find rates will harm the game in various ways, but will never improve the desirability of foreign travel. (Unless certain desired items are not locally available at all, such as GPS Units, Gems, Charms, the Heavy Sword, and so on.)
+
*1 shot loading
 
+
*.5 AP to load. (or skill to make it so)
''Not viable:'' Tweaking short-stock and long-stock pricing is not a solution. Stock-based pricing makes foreign travel vastly more risky and undesirable -- characters are encouraged to stay at their home camp and take advantage of known shortages, rather than risk carting stock overland for days to a foreign camp, only to have a single character dump enough to destroy the demand-inventory. And in order to obtain profit levels that would justify a two-day journey, demand prices would have to be absolutely ridiculous -- surely 10 or 20 times the normal pricing.
+
*4 damage
 
+
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.
'''Solution:''' Prices in the Trading Hut should reward you based upon the distance you've traveled. By directly addressing the issue, the solution is guaranteed to work. Here's how it happens:
+
*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'
(1) Characters who are new to a foreign Trading Hut receive a very beneficial exchange rate, perhaps for a full day or so. "How exciting! It's not often that I see a new face around here. Do you have any items that you'd like to trade?"
 
 
 
(2) After a character has spent several days in the same Trading Hut, even in a foreign camp, the local trader becomes bored, and the trade rate returns to normal. This encourages the trading character to move on. "You're becoming a familiar sight around here. Haven't I already seen what you have to offer?"
 
  
(3) Characters who farm the Medical Hut in their home encampment and repeatedly dump items to their own trader receive the poorest exchange rate. "You do realize that there's an entire island out there to explore, don't you?"
+
'''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.
  
This entire process could be implemented using a single hidden character flag, that contains a time-stamp and a camp name. Whenever the character interacts with a different Trader (in a new camp), the flag updates. If the player is newly interacting with a foreign trader (timestamp <24 hours old), the trade rate is Favorable. If the player is interacting long-term with the same foreign trader (timestamp >24 hours) or is newly interacting with their home camp (timestamp <24 hours), the trade rate is Normal. If the player is interacting repeatedly with their home trader (timestamp >24 hours), the rate is Unfavorable.  
+
'''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''|
  
Although these favorable/unfavorable trade values might not be sufficient to make travelers wealthy, at least implementing this suggestion will encourage travel and reward greater interaction in Shartak.
+
suggest_time=02:36, 12 November 2006 (UTC)|
 
+
suggest_author={{profile|4862|Rozen}}|
Note that this suggestion could be stacked on top of the current long/short and language-based pricing systems. Or this suggestion could fully replace the long/short pricing rules.|
 
suggest_time=01:19, 11 July 2006 (UTC)|
 
suggest_author=[[User:Tycho44|Tycho44]]|
 
 
suggest_comments=
 
suggest_comments=
 
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 +
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''
  
I quite like this idea. Farming behavior is not much fun for anyone, and games that encourage it can suffer in popularity simply because the best course of action for the character is the most boring one for the player. Also, since player interaction is the whole point of multiplayer games, all antisocial behavior should perhaps be discouraged and should certainly not be profitable. We can always use more active (and interacting) players. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:14, 11 July 2006 (UTC)
+
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  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)
 
 
:Yeah, I agree. It gives you a reason to, you know... Move? It would really liven the game up a bit. [[User:MorkaisChosen|MorkaisChosen]] 18:51, 13 July 2006 (UTC)
 
Happily, this suggestion seems to have been implemented. Shouldn't it be moved to the implemented suggestions page? [[User: Black Joe|Black Joe]] 7:35, 20 July 2006 (GMT)
 
  
''Moved from [[Suggestions:Game mechanics]] at 08:00, 20 July 2006 (UTC) by [[User:Elembis|Elembis]].''
+
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. --[[User:Cthulhu|Cthulhu]]
 
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}}
 
}}
  
===Sharks bite bleeding players more===
 
{{suggestion|
 
suggest_type=Animal mechanics|
 
suggest_scope=Shark bites|
 
suggest_description=At the moment it's best for a shark-bitten player to wait several moves before healing their wound so that they have a chance of healing multiple wounds with the same expensive healing item. (This is especially true for players with ''natural medicine'' or ''first aid'', since they cause herbs or kits to heal 10 HP instead of 5.) This is clearly unrealistic &mdash; swimming through shark infested water with a bleeding wound is an extremely poor idea in real life &mdash; so I say sharks should bite bleeding players more frequently, perhaps even every time they move to deep water.|
 
suggest_time=03:28, 8 August 2006 (UTC)|
 
suggest_author=[[User:Elembis|Elembis]]|
 
suggest_comments=
 
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* This has always been the case, however I've just tweaked how much bleeding affects the chances of being bitten so it should be somewhat more obvious now. Consider this implemented. --[[User:Simon|Simon]] 23:35, 8 August 2006 (UTC)
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
  
=== Profile Effect Items ===
+
===Flint & Tinder ===
 
{{suggestion|
 
{{suggestion|
suggest_type=Game mechanics|
+
suggest_type=New Item|
suggest_scope=Inventory and profiles|
+
suggest_scope=All classes|
suggest_description=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.|
+
suggest_description=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 [[camp|camps]] or the cabins at the [[shipwreck]].
suggest_time=08:40, 5 March 2006 (GMT)|
+
|
suggest_author=[[User:Lint|Lint]]|
+
suggest_time=17:01, 29 January 2008 (UTC)|
 +
suggest_author=[[User:Skull Face|Skull Face]]|
 
suggest_comments=
 
suggest_comments=
 
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*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)
+
Comment here
*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).
 
**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)
 
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: "You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers." In my opinion, there should be hidden flags for characters as well, "visited cave-in", "visited oasis", and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, "Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ..." (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)
 
 
 
* 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)
 
 
 
*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)
 
*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)
 
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)
 
 
 
''Moved to Implemented.  We've had charms and amulets for some time now. --[[User:Frisco|Frisco]] 18:41, 27 October 2006 (UTC)''
 
 
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=== Know your foes ===
+
===Flintlock===
 
{{suggestion|
 
{{suggestion|
suggest_type=|
+
suggest_type=New Item|
suggest_scope=|
+
suggest_scope=All classes|
suggest_description=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).
+
suggest_description=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.  
  
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.
+
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with [[Suggestions:Skills#Black_Powder_Proficiency|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 [[Suggestions:Skills#Black_Powder_Proficiency|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 [[Suggestions:Skills#Black_Powder_Proficiency|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.
 
+
|
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...|
+
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|
suggest_time=15:08, March 16, 2006 (UTC)|
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suggest_author=[[User:Skull Face|Skull Face]]|
suggest_author=Leaf|
 
suggest_comments=
 
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*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)
 
 
 
*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)
 
 
 
*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an "observe" button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)
 
 
 
* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)
 
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)
 
 
 
''Moved to Implemented. Conact list enables a player to identify a specific character in a group. --[[User:Frisco|Frisco]] 18:41, 27 October 2006 (UTC)''
 
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=== The Ghost Elephant ===
 
{{suggestion|
 
suggest_type=Game mechanics, miniboss|
 
suggest_scope=Event|
 
suggest_description=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.|
 
suggest_time=03:58, 17 March 2006 (GMT)|
 
suggest_author=[[User:Lint|Lint]]|
 
 
suggest_comments=
 
suggest_comments=
 
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*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)
+
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 [[Suggestions:Skills#Black_Powder_Proficiency|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.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)
*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)
 
 
 
*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)
 
 
 
*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)
 
 
 
*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)
 
**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)
 
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)
 
 
 
*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)
 
 
 
*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)
 
 
 
*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)
 
 
 
*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)
 
 
 
''Moved to Implemented.  We have occurences of rare animals: Giant Squids, Easter Rabbits, Man-Eating Tiger. --[[User:Frisco|Frisco]] 18:41, 27 October 2006 (UTC)''
 
 
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===Pistols found in Shipwreck===
===Poisoning===
 
 
{{suggestion|
 
{{suggestion|
suggest_type=Game mechanics, status effect, balance|
+
suggest_type=Balance the availability of Pistols|
suggest_scope=All classes, primarily Warriors|
+
suggest_scope=Pirates|
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).
+
suggest_description=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!|
 
+
suggest_time=11:00 August 13, 2011|
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.
+
suggest_author=[[User:Fauzii|Fauzii]]|
 
 
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|
 
suggest_time=18:38, 6 April 2006 (BST)|
 
suggest_author=[[User:Lint|Lint]]|
 
 
suggest_comments=
 
suggest_comments=
 
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)
+
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?
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)
 
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)
 
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)
 
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)
 
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)
 
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)
 
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)
 
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)
 
 
 
''Moved to Implemented. --[[User:Frisco|Frisco]] 18:41, 27 October 2006 (UTC)''
 
 
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 +
=== 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. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)
 +
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)
 +
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|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. &mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)
  
===Living countermeasures against spirits===
+
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."
{{suggestion|
 
suggest_type=Skill, balance change|
 
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|
 
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire. In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.
 
  
To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik. There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day. Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.
+
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?  --[[User:Buttercup|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. --[[User:Buttercup|Buttercup]] 08:06, 27 January 2008 (UTC)
  
So, my suggestion?
+
::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 :)--[[User:Cthulhu|Cthulhu]] 08:52, 27 January 2008 (UTC)
  
I'm thinking about something around the lines of  "spirit exorcism" skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presenceWhen used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares. This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...
+
:::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 drunkPerhaps 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).--[[User:Etherdrifter|Etherdrifter]] 19:04, 28 January 2008 (UTC)
  
(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)
+
::::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 ;)--[[User:Cthulhu|Cthulhu]] 06:28, 1 February 2008 (UTC)
 
+
Cross References:
Another such idea would be a "spirit ward" skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill. 
+
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]
 
+
* [[Suggestions:Game_mechanics#Drunkness]]
Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|
+
--[[User:Buttercup|Buttercup]] 12:06, 11 May 2008 (UTC)
suggest_time=19:54, 1 July 2006 (UTC)|
+
----
suggest_author=[[User:Tenebrys|Tenebrys]]|
+
=== Tunnels ===
suggest_comments=
+
Tunnels underneath the island lead to interesting places.
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)
 
 
 
: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so "suffering" by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)
 
 
 
:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006
 
 
 
Ok, so does exorcism:
 
* banish just one spirit from the location?
 
* have a fairly high chance of banishing each spirit?
 
* have a fairly high change of banishing one spirit?
 
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?
 
 
 
I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)
 
 
 
:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...
 
 
 
:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...
 
 
 
:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.
 
 
 
:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...
 
 
 
:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.
 
 
 
:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)
 
 
 
:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() > distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).
 
 
 
:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)
 
 
 
The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)
 
 
 
:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)
 
 
 
::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no "failure, big success, big success, failure" stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)
 
 
 
:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)
 
 
 
I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)
 
 
 
Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)
 
 
 
''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.
 
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)
 
 
 
:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)
 
 
 
:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)
 
 
 
Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)
 
:Wouldn't that evoke the "curse" upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)
 
::I've been tormented by ghosts and I think that we need to capture them with cameras, forcing them to revive instead of letting them wander back into town.--[[User:Darkferret|Darkferret]] 02:33, 22 August 2006 (UTC)
 
 
 
''Moved to Implemented.  Shaman has "Exorcism" skill.  --[[User:Frisco|Frisco]] 18:41, 27 October 2006 (UTC)''
 
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}}
 
 
 
 
 
=== Refillable containers ===
 
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:
 
* drinking too much "ocean" water will make you sick (reducing your hit % temporarily)
 
* a "create mysterious serum" skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a "buff" potion.
 
* special healing water springs that have double the recuperative effect
 
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)
 
  
 
''Comments''
 
''Comments''
*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)
+
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]
**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)
+
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)
***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)
+
:::With the addition of the island of Rakmogak, the game gained numerous underground tunnels leading to interesting places. --[[User:Johan Crichton|Johan Crichton]] 09:43, 25 November 2008 (UTC)
*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)
 
**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)
 
***According to the [http://www.itechsc.com/misc/shartak/ubermap/ uber map] there are three lakes (two are close to each other) in addition to the river, and a pond by Durham. &mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)
 
* Refillable bottles and gourds added. Not sure about buff potions etc though. --[[User:Simon|Simon]] 19:29, 29 June 2006 (UTC)
 
 
 
''Moved to Implemented. Bottles/gourds are refillable, salt water damages. --[[User:Frisco|Frisco]] 19:04, 27 October 2006 (UTC)''
 
 
 
----
 
 
 
 
 
=== Ranged weapons ===
 
 
 
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
 
* 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)
 
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)
 
**A bit of poison on that blowdart (1 hp dmg per move for 4 turns e.g.) would be nice. The current blowpipe is totally hopeless as a weapon, even for warriors. --[[User:Tycho44|Tycho44]] 22:22, 20 May 2006 (BST)
 
:* ''bump'' - like the poison added the other day then. --[[User:Simon|Simon]] 12:44, 24 June 2006 (UTC)
 
::* Yep, Blowpipe is not longer useless. If you wanted to add a limited benefit of range, you could have the Blowpipe and the Rifle deal damage to Animals as a ranged effect. In other words, the elephant couldn't trample you because you're hiding in the Jungle with your ranged weapon (still in same square). In fact that might make more sense than (or in addition to) a 6 damage blowpipe vs NPCs - NPCs don't get to use Reactive Attacks against a Ranged Weapon. (Although perhaps the Huts/Villages are too small to get true Range on the Trader or Shaman...) --[[User:Tycho44|Tycho44]] 14:33, 24 June 2006 (UTC)
 
:::* (Game designer has implied that ranged weapons do indeed reduce the chance of being reactively attacked by an animal. --[[User:Tycho44|Tycho44]] 23:24, 10 July 2006 (UTC))
 
 
 
''Moved to Implemented. Poison darts poison, ranged weapons lessen chance of being hit by animal. --[[User:Frisco|Frisco]] 19:04, 27 October 2006 (UTC)''
 
 
 
----
 
 
 
 
 
===animal wearings===
 
such as teeth and hide could be added to one's [[inventory]] or slot for extra damage, accuracy, etc.. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}
 
 
 
*Honestly, this just seems silly. Why would I suddenly hurt you more for having a tiger tooth in my pocket?--[[User:Wifey|Wifey]] 08:32, 10 April 2006 (BST)
 
 
 
:*It would be a psychological effect. A tribesman who believes that the spirit of the tiger is strengthening his arm through the use of a magic talismen will fight harder. {{unsigned|Naomi|19:56, April 10, 2006 (BST)}}
 
 
 
::*I ''still'' think it's a huge stretch.--[[User:Wifey|Wifey]] 01:08, 11 April 2006 (BST)
 
 
 
:::*Yah, shamanic magic being able to cause or prevent damage is a stretch, tell that to the dozens of spirits farming xp in my hut. --[[User:Tycho44|Tycho44]] 22:25, 20 May 2006 (BST)
 
 
 
:::Apparently this has been implemented - I just got a tiger tooth amulet from the pirate trader.  He doesn't have any others, alas... *brag* [[User:Ssarl|Ssarl]], 12:19, June 16
 
 
 
::::yeah, why does everyone have amulets but me???--[[User:Badhammer|Badhammer]] 02:32, 21 September 2006 (UTC)
 
 
 
''Moved to Implemented. We have amulets/charms now. --[[User:Frisco|Frisco]] 19:04, 27 October 2006 (UTC)''
 
 
 
 
----
 
----
  
=== Weapon Skills ===
+
===Inventory Limit===
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)
 
 
 
''Comments''
 
 
 
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they "blow") and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)
 
 
 
Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT
 
 
 
It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)
 
  
Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)
+
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)
 
+
* 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. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)
''Moved to Implemented. Warriors/Soldiers have special skills for weapons, poison darts poison. --[[User:Frisco|Frisco]] 19:15, 27 October 2006 (UTC)''
+
* 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. --[[User:Lint|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. --[[User:Tycho44|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. --[[User:Tycho44|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.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)
 +
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk: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 --[[User:Simon|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. --[[User:Lint|Lint]] 19:01, 9 July 2006 (UTC)
 +
* Ok, this has been added...
 +
<nowiki><span class="invsize">36 / 70</span></nowiki>
 +
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --[[User:Simon|Simon]] 21:34, 9 July 2006 (UTC)
 +
: The option to have inventory displayed as been part of the game for some time. --[[User:Johan Crichton|Johan Crichton]] 09:43, 25 November 2008 (UTC)
 
----
 
----
  
===Emergency medicine===
+
===Breakable weapons===
 
{{suggestion|
 
{{suggestion|
suggest_type=Skill|
+
suggest_type=Weapon alteration|
suggest_scope=Scientist|
+
suggest_scope=All weapons|
suggest_description=At the moment, scientists have no significant advantagesThey start with 10 gold coins which, while it's nothing to sneeze at, doesn't really fit with their namePerhaps they could learn a skill that allowed them to heal without the use of a first aid kitFirst aid would be a prerequisiteHowever, the skill would not allow them to heal as many HP as using an FAK would.  For example, they might only heal 2-5 HP.  This would allow scientists to wander in the jungle for long periods of time without resupplying, giving them a real advantage over other classes. However, using an FAK would still heal more and allow more XP per AP, so FAK's would not become obsolete. Would this be difficult to code?|
+
suggest_description=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 doThis means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyedIt 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 unbalancingThat 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.|
suggest_time=08:47, 11 July 2006 (UTC)|
+
suggest_time=10:25, 19 July 2006|
 
suggest_author=[[User:Black Joe|Black Joe]]|
 
suggest_author=[[User:Black Joe|Black Joe]]|
 
suggest_comments=
 
suggest_comments=
 
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Comment here
+
* 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. --[[User:Tycho44|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 pointMy 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. - [[User:Black Joe|Black Joe]]
''Moved to ImplementedScientists have "Emergency First Aid" skill. --[[User:Frisco|Frisco]] 19:15, 27 October 2006 (UTC)''
+
* 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. [[User:Arminius|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. --[[User:Johan Crichton|Johan Crichton]] 09:43, 25 November 2008 (UTC)
 
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}}
  
=== Villager/Settler ===
+
===Clan News===
 
+
{{suggestion|
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_design|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.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)
+
suggest_type=Clan Organization|
 
+
suggest_scope=All clans|
''Comments''
+
suggest_description=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..|
: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. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)
+
suggest_time=02:37, 25 October 2007 (UTC)|
 +
suggest_author=[[User:Tomn|Tomn]]|
 +
suggest_comments=
 +
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I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br>
 +
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. --[[User:0000FF Beard|0000FF Beard]] 08:58, 25 October 2007 (UTC)
  
: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. &mdash; [[User:Elembis|Elembis]] 18:09, 21 May 2006 (BST)
+
: I agree that this would be rather useful, with no ill side-effects. Two thumbs up! [[User:Blahmicho|Blahmicho]] 19:32, 25 October 2007 (UTC)
 
 
''Moved to Implemented.  Villagers/Settlers have "Animal Affinity" and "Scavenging" skills, and now account for 11% of active characters.  --[[User:Frisco|Frisco]] 19:28, 27 October 2006 (UTC)''
 
----
 
  
===Animal Levelling===
+
: 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. [[User:Edwardel|Edwardel]] 19:14, 24 November 2007 (UTC)
{{suggestion|
 
suggest_type=balance change|
 
suggest_scope=NPC Animals|
 
suggest_description=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 suggestionsAnd 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:
+
: Another agreement from this user. Very useful for communicating with non-forumers without tracking them all over Shartak.--[[User:Broderick|Broderick]] 02:38, 25 November 2007 (UTC)
:"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"
 
|
 
suggest_time=20:26, 13 May 2006 (BST)|
 
suggest_author=[[User:Frisco|Frisco]]|
 
suggest_comments=
 
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... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)
 
* Sounds neat. Will there be a leveling cap? --[[User:Lint|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). &mdash;unsigned by [[User:Frisco|Frisco]] 02:38, May 15, 2006 (BST)
 
* Awesome. --[[User:Tycho44|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. --[[User:Simon|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. &mdash; [[User:Elembis|Elembis]] ([[User talk: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.--[[User:One of many doctors|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.--[[User:Wifey|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. --[[User:Tycho44|Tycho44]] 23:14, 19 June 2006 (UTC)
 
* Implemented, but with slightly less elaborate titles (and the maths isn't quite the same either)! --[[User:Simon|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). --[[User:Frisco|Frisco]] 19:35, 27 October 2006 (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! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)
 +
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)
 +
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)
 
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}}
 
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+
===Deadwood===
===Haggle===
 
 
{{suggestion|
 
{{suggestion|
suggest_type=Skill|
+
suggest_type=New Item|
suggest_scope=Everyone|
+
suggest_scope=All classes|
suggest_description=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.|
+
suggest_description=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 [[camp|camps]]. Each dead wood branch would occupy 1 inventory slot and function as driftwood.
suggest_time=20:20 EST 28/07/2006|
+
|
suggest_author=Aco|
+
suggest_time=17:01, 29 January 2008 (UTC)|
 +
suggest_author=[[User:Skull Face|Skull Face]]|
 
suggest_comments=
 
suggest_comments=
 
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* Implemented. --[[User:Simon|Simon]] 17:40, 19 November 2006 (UTC)
+
This has been implemented as of late 2008. Deadwood can be bought at traders, and found in the jungle. --[[User:Johan Crichton|Johan Crichton]] 10:02, 25 November 2008 (UTC)
''Moved to Impemented.  There is now a Haggling skill. --[[User:Frisco|Frisco]] 14:08, 21 November 2006 (UTC)
 
 
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Latest revision as of 15:40, 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

Campfire

Author Timestamp Type Scope
Rozen 10:49, 8 June 2007 (UTC) Making fire, and a skill to make it easier Applies to all people
  • You spend 5 AP breaking twigs and preparing kindling with the featherstick method. this can stay in your inventory as 'Fire kit/Kindling/Tinder' until you use a sharpening stone and a knife to spark it, which can blunt your knife, by clicking on the kindling in yor inventory while in possession of the stone and knife/dagger.
  • When you light a fire, it appears as a description on your square (or an icon?) something along the lines of 'There is a campfire here'. When you're within 5 squares of the fire, you should get a message appearing on your screen in the description about being able to smell smoke, hear the crackling or see the light.
  • The fire scares away all types of animals, stopping you from being attacked in the night. It could also; improve whatever searches you make, scar the ground when the fire is destroyed or runs out and/or improve the effects of HP restoring items. or even make you automaticaly recover HP, or recover AP faster.
  • Can cauterise a bleeding wound for 10 HP, stopping the bleeding but damaging you further.
  • Skills:

Basic Bushcraft - Light fires for 5AP rahter than unskilled 10 AP

Advanced Bushcraft - Light larger fires (for cauterising, possibly cooking and distilation of salt water?)

Comments
With the fire scaring away all types of animals, I'm wondering if this would allow an organised group to herd wildlife. --Johan Crichton 01:47, 14 January 2008 (UTC)

I would think that advanced bushcraft wouldn't be so much about making a fire bigger as about controlling it better. Like how the aborigines in Australia would do controlled burns to increase the amount of tasty wildlife in the area. From wikipedia:

Fire-stick farming is a term coined by Australian archaeologist Rhys Jones in 1969 to describe the practice of Indigenous Australians where fire was used regularly to burn vegetation to facilitate hunting and to change the composition of plant and animal species in an area.

Fire-stick farming had the long-term effect of turning scrub into grassland, increasing the population of nonspecific grass eating species like the kangaroo. The ecological disturbance caused by fire-stick farming has been implicated in the extinction of the Australian megafauna.

In wet and dry sclerophyll forests, firestick farming opened the canopy and allowed germination of understory plants necessary for increasing the carrying capacity of the local environment for browsing marsupials.

Also, it would be interesting if leaving the fire unattended (leaving the square) while the fire was still burning could lead to forest fires. --Buttercup 07:58, 14 January 2008 (UTC)

I like that a person would be able to detect someone else's campfire. It's a good balance to it protecting you from animals. I think you should probably be able to see the smoke from a little bit farther away, though. Maybe 6 squares away if it's a small fire, and 7 squares for a big one? I think a big fire one should last longer than a small one, protecting you longer through the night. --Buttercup 22:45, 18 April 2008 (UTC)

I like it. Purposeful forest fires should be efficient at clearing jungle randomly, but not so efficient that it would make paths easier to build. The 10 AP total (at max level) would do away with perhaps an average of 15 or 20 levels of jungle on different squares.--TripleU 01:56, 22 November 2008 (UTC)

As of December 2008, Campfire was one of the features on Feature Votes and had 26 votes.--Johan Crichton 05:53, 9 December 2008 (UTC)


Forest Fire

Author Timestamp Type Scope
Lint 03:58, 17 March 2006 (GMT) Game mechanics, natural disasters Terrain

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).

Comments

  • 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. -BananaBear 04:55, 17 March 2006 (GMT)
  • 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. --Simon 11:17, 17 March 2006 (GMT)
    • I thought it might be a bit much. Ah well. --Lint 19:32, 17 March 2006 (GMT)
    • Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --Simon 23:38, 18 March 2006 (GMT)
  • Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -BananaBear 18:22, 20 March 2006 (GMT)
    • Imagine what would happen if an ammo hut caught on fire!--Darkferret 04:32, 1 April 2006 (BST)
    • I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --Lint 19:46, 20 March 2006 (GMT)
    • Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -BananaBear 19:59, 20 March 2006 (GMT)
    • As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --Jackdaw 15:55, 25 March 2006 (GMT)

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)

Forum threads discussing agriculture:

--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.

FirstAmongstDaves

"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)

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)

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)
  • 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)

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)