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 ==
  
=== Villager/Settler ===
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===Campfire===
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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.
 +
*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.
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*Skills:
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'''Basic Bushcraft''' - Light fires for 5AP rahter than unskilled 10 AP
  
[[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)
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'''Advanced Bushcraft''' - Light larger fires (for cauterising, possibly cooking and distilation of salt water?)|
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suggest_time=10:49, 8 June 2007 (UTC)|
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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)
  
''Comments''
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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]:
: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)
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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.
  
: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)
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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.
  
''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)''
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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>
----
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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)
  
===Animal Levelling===
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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)
{{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 suggestions. And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.
 
  
Characters with the animal affinity skill should be able to identify stronger creatures:
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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)
:"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)''
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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)
 
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=== Forest Fire ===
===Haggle===
 
 
{{suggestion|
 
{{suggestion|
suggest_type=Skill|
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suggest_type=Game mechanics, natural disasters|
suggest_scope=Everyone|
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suggest_scope=Terrain|
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.|
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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).|
suggest_time=20:20 EST 28/07/2006|
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suggest_time=03:58, 17 March 2006 (GMT)|
suggest_author=Aco|
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suggest_author=[[User:Lint|Lint]]|
 
suggest_comments=
 
suggest_comments=
 
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* Implemented. --[[User:Simon|Simon]] 17:40, 19 November 2006 (UTC)
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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)
''Moved to ImpementedThere is now a Haggling skill. --[[User:Frisco|Frisco]] 14:08, 21 November 2006 (UTC)
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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)
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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)
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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)
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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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}}
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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)
 +
:::::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)
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Forum threads discussing agriculture:
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*[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]
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--[[User:Buttercup|Buttercup]] 07:44, 11 May 2008 (UTC)
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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)
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----
  
===Shovel===
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=== Religious Devotion ===
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Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)
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 +
''Comments''
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----
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 +
 
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=== 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,
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 +
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.
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 +
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."
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And, as a gag, if you drink rum while holding a torch then you breath fire.
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[[FirstAmongstDaves]]
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"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,
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"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!"
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-[[A Cow]]
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::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]
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::: 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)
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===Flintlock Pistols===
 
{{suggestion|
 
{{suggestion|
suggest_type=Tool|
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suggest_type=New Item and Set of Skill to go along with it|
suggest_scope=Wealthy individuals and fortune seekers interested in treasure hunts.|
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suggest_scope=Whoever can shoot a gun|
suggest_description=Pirates are notorious for burying their treasure. With the shovel a player can dig a hole, deposit gold coins (and other items possibly)and fill it in. Anyone who digs in a square containing treasure will find it.|
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suggest_description='''Mechanics'''
suggest_time=05:14, 20 January 2007 (UTC)|
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*Half the inventory space of the rifle
suggest_author=[[User:Darkferret|Darkferret]]|
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*1 shot loading
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*.5 AP to load. (or skill to make it so)
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*4 damage
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*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.
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*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.
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*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.
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 +
'''Skills'''
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*'''No Skill'''- ''5% chance of hitting your target''
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*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''
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*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''
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*'''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''
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*'''Quickshot'''- ''Loading costs .5 AP''|
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 +
suggest_time=02:36, 12 November 2006 (UTC)|
 +
suggest_author={{profile|4862|Rozen}}|
 
suggest_comments=
 
suggest_comments=
 
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Implemented. --[[User:Simon|Simon]] 23:29, 30 January 2007 (UTC)
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'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''
: Any chance we could have a shovel that could be used as a melee weapon as well? Perhaps only doing a base 1 damage to reflect that it's a better tool than weapon? [[User:Johan Crichton|Johan Crichton]] 05:49, 8 March 2007 (UTC)  
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::Postal 2, nice.
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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)
:::maybe shovels should break too. hehe cause, when everyone has shovels, then no one needs shovels and they'll just pile up at the traders. i dunno, its just a thought -[[User:Elegost|Elegost]] 13:22, 3 May 2007 (UTC)
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 +
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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}}
 
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===Possession===
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 +
===Flint & Tinder ===
 
{{suggestion|
 
{{suggestion|
suggest_type=Skill|
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suggest_type=New Item|
suggest_scope=Everyone|
+
suggest_scope=All classes|
suggest_description=Yet another spirit suggestion. As far as I can see, this hasn't been suggested yet - but I apologise if it has been suggested under a different guise. With the recent addition of the Exorcism skill, I feel that there is less and less appeal to play as a ghost character, aside from an alternative method of farming xp. The only current features of the ghost "class" is wailing and spamming. The addition of a possession skill might give people more of a reason to play as a ghost and perhaps make gameplay more interesting. A possession skill would be bought after the banshee wail skill. It would allow the user to temporalily take control of another player for the cost of 40AP, allowing the spirit to effectively "act" as this player for their (the spirits, not the victim) remaining AP. When they use up their AP they will return to their spirit form and control will return to the original player. If the possession skill is used on an active player, it will work until this player moves or makes an action of their own, which would return the spirit to their ghost form (and effectively waste the AP spent on using the possession skill). I think this would be a fun addition to the game, and give players a bigger motivation to rp as a spirit, although I'm not sure if this kind of skill would be possible to implement (taking temporary control of other players etc).|
+
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=10:50, 1 September 2006 (UTC)|
+
|
suggest_author=[[User:Zeff|Zeff]]|
+
suggest_time=17:01, 29 January 2008 (UTC)|
 +
suggest_author=[[User:Skull Face|Skull Face]]|
 
suggest_comments=
 
suggest_comments=
 
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Doesn't sound too appealing to me - would be a real bummer to login and see that one character had taken possession of me, given all my gold to a friend, dropped my other items, and used the remaining AP to punch an elephant or move me to an enemy city.  Maybe if possession was restricted to animals? --[[User:Frisco|Frisco]] 18:57, 8 September 2006 (UTC)
+
Comment here
*There would be restrictions on the skill such as the spirit not being able to possess someone of a higher level and only be able to possess someone for an amount of AP equal to their level (a level 17 spirit would be able to possess someone of a lower level for 17 turns). As well as this, actions that possessed players take dont get deducted from the possessed players AP, they get deducted from the ghosts AP. Also other players would be able to distinguish a possessed players actions by the text describing the action, so instead of "Bob gives Sam 10 gold" it would be something like "Bob with a strange glow in his eyes gives Sam 10 gold" or something similar. I think spirits need some kind of extra skill to make RPing as a spirit as worthwhile as RPing as a native or outsider. [[User:Zeff|Zeff]] 19:19, 9 September 2006 (UTC)
 
''Moved to Implemented.  There are now Possession and Forceful Possession skills. --[[User:Frisco|Frisco]] 16:26, 28 May 2007 (UTC) ''
 
 
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}}
  
===Advanced language skills===
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===Flintlock===
 
{{suggestion|
 
{{suggestion|
suggest_type=Skill addition|
+
suggest_type=New Item|
suggest_scope=All Classes|
+
suggest_scope=All classes|
suggest_description=Advanced language skills
+
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.
  
Given many of us now have full understanding of both languages, surely it'd make sense for us to be able to learn how to Speak and Write in both languages
+
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.
 
 
I think it could be done in a few ways
 
*The writing/speech appears in both languages
 
*The writer/speaker chooses what language to write/speak in through drop-down box(probably the ideal way)
 
*The text appears in plain english to both races (not desirable, imo)
 
 
|
 
|
suggest_time=21:14, 23 April 2007 (UTC)|
+
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|
suggest_author=[[User:Htkl|Htkl]]|
+
suggest_author=[[User:Skull Face|Skull Face]]|
 
suggest_comments=
 
suggest_comments=
 
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Okay, that was weird. --[[User:Htkl|Htkl]] 23:06, 23 April 2007 (UTC)
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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.
*Now that's fast service.--[[User:Black Joe|Black Joe]] 23:50, 23 April 2007 (UTC)
+
: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)
''Moved to Implemented. We have Foreign Writing/Foreign Speech skills. --[[User:Frisco|Frisco]] 16:26, 28 May 2007 (UTC)''
 
 
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}}
 
+
===Pistols found in Shipwreck===
=== Conch Shell Hunt ===
 
 
{{suggestion|
 
{{suggestion|
suggest_type=Game mechanics, minigame|
+
suggest_type=Balance the availability of Pistols|
suggest_scope=Event|
+
suggest_scope=Pirates|
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|
+
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=08:40, 5 March 2006 (GMT)|
+
suggest_time=11:00 August 13, 2011|
suggest_author=[[User:Lint|Lint]]|
+
suggest_author=[[User:Fauzii|Fauzii]]|
 
suggest_comments=
 
suggest_comments=
 
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)
+
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?
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... >.>--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)
 
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)
 
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (<5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)
 
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 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)
 +
 +
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?  --[[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)
 +
 +
::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)
 +
 +
:::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).--[[User:Etherdrifter|Etherdrifter]] 19:04, 28 January 2008 (UTC)
  
===Trading XP===
+
::::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)
{{suggestion|
+
Cross References:
suggest_type=XP alteration|
+
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]
suggest_scope=All traders' huts|
+
* [[Suggestions:Game_mechanics#Drunkness]]
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this:
+
--[[User:Buttercup|Buttercup]] 12:06, 11 May 2008 (UTC)
 +
----
 +
=== Tunnels ===
 +
Tunnels underneath the island lead to interesting places.
  
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience.  
+
''Comments''
 +
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]
 +
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|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. --[[User:Johan Crichton|Johan Crichton]] 09:43, 25 November 2008 (UTC)
 +
----
  
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is "glad to see a new face", you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|
+
===Inventory Limit===
suggest_time=19:34, 4 December 2006 (UTC)|
 
suggest_author=[[User:Black Joe|Black Joe]]|
 
suggest_comments=
 
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]
 
 
Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.
 
  
:A variant of this has been implemented. --[[User:Simon|Simon]] 17:10, 18 May 2007 (UTC)
+
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)
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+
* 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)
}}
+
* 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)
 +
----
  
===Native Medical Hut Find Rates===
+
===Breakable weapons===
 
{{suggestion|
 
{{suggestion|
suggest_type=Alteration|
+
suggest_type=Weapon alteration|
suggest_scope=Find rates in native medical huts|
+
suggest_scope=All weapons|
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical hutsAfter all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized factionThis could even be announced in a news item, something like "Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts."|
+
suggest_description=I'd like to propose that all weapons break occassionallyAt 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.|
suggest_time=12:02pm, 16 Jan. 2007|
+
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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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)
+
* 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 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. - [[User:Black Joe|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. [[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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}}
 
}}
  
===Carving edits===
+
===Clan News===
 
{{suggestion|
 
{{suggestion|
suggest_type=Game Mechanic|
+
suggest_type=Clan Organization|
suggest_scope=All carvings|
+
suggest_scope=All clans|
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to "see" them do it. For example, if someone alters a carving from saying "George's Place" to "House of Lame-o", and another player is in the same square, that player should be able to see who made the carving. This will lessen the graffiti taking place now.|
+
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..|
suggest_time=22:36, 23 January 2007 (UTC)|
+
suggest_time=02:37, 25 October 2007 (UTC)|
suggest_author=[[User:Black Joe|Black Joe]]|
+
suggest_author=[[User:Tomn|Tomn]]|
 
suggest_comments=
 
suggest_comments=
 
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)
+
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br>
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)
+
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)
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}}
 
 
 
===Increased Animal Population===
 
{{suggestion|
 
suggest_type=balance change|
 
suggest_scope=The number of animals on the Island, where they can be found|
 
suggest_description=The game has grown to include a large element of PvP which has an impact on those who don't want PvP. It's an easy way to gain XP, and you don't have to go looking for animals to find.
 
  
As a way to perhaps tweak the balance somewhat, this suggestion is relatively simple: Increase the population of animals on the Island, and increase the locations where they can be found. This doesn't stop PvP play, but it does make the alternatives a stronger option.
+
: 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)
  
Increasing the number of animals in the wilderness would mean more animal encounters for those exploring the wilderness - making it more difficult, and perhaps encouraging those who've stayed in town to perhaps get out and explore.
+
: 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)
  
Increasing the locations where animals can be found is a simple modification - wild animals should be seen in town more often, given the lack of any fences to keep them out. With a lack of any rubbish handling in both outsider and native settlements, rats should also be a common feature of life in the settlements.
+
: 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)
  
As a simple suggestion, rats should appear in any huts that have dead bodies within or that are empty (no one is resting within).
+
::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)
suggest_time=21:44, 4 April 2007 (UTC)|
+
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)
suggest_author=[[User:Johan Crichton|Johan Crichton]]|
 
suggest_comments=
 
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Another few hundred animals added, this brings the total to just over the number of active players. Look out for new creatures making an appearance soon (oops, said too much) --[[User:Simon|Simon]] 23:14, 22 April 2007 (UTC)
 
:That's great to hear Simon - any chance of some information on the number of animals in the daily statistics? --[[User:Johan Crichton|Johan Crichton]] 01:33, 23 April 2007 (UTC)
 
 
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===Talking parrots===
+
===Deadwood===
 
{{suggestion|
 
{{suggestion|
suggest_type=improvement|
+
suggest_type=New Item|
suggest_scope=Parrots|
+
suggest_scope=All classes|
suggest_description=Possibly available by use of a parrot training skill, but probably more fun if you have to repeat a word to a parrot a number of times. Say, a random amount between 5 and 15. Other players entering the same square will be greeted by the word (or words) that parrot has learned. For extra realism it could repeat that word ad nauseum until you either leave it's square or feel compelled to teach it something else. Obviously this would have no real game affecting effect, but it is rather amusing.|
+
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=16:57, 24 April 2007 (UTC)|
+
|
suggest_author=[[User:Dog Pants|Dog Pants]]|
+
suggest_time=17:01, 29 January 2008 (UTC)|
suggest_comments=
+
suggest_author=[[User:Skull Face|Skull Face]]|
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It could repeat randomly one of the learned lines and it could be taught up to 5 sentences/words. You could not teach the parrot with head full o'words anything new, yet parrot would forget the lines after some time - month, week or so. And parrot teaching could be first animal-related skill letting you interact with them beasts. But I bet it is not so beautiful from code-side of view, as it would presumably need every parrot got her own nest in the database, in order to retrieve the words.
 
duh, forgot to sign it [[User:Lama|Lama]]
 
: Totally pointless, but I'd still enjoy this, a whole army of swearing parrots FTW --[[User:Htkl|Htkl]] 20:35, 24 April 2007 (UTC)
 
:: Sounds good to me. Heck, I'd like a parrot. Still, I like my own joke on the forums:
 
  Since your last turn:
 
  The parrot says, "Arr, be gone with ye."
 
  The parrot bites you for 1 damage.
 
::-[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:55, 25 April 2007 (UTC)
 
: seems like Dennis already has met a speaking parrot. Check the forums! [[User:Lama|Lama]]
 
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===Statistics: New Statistics===
 
{{suggestion|
 
suggest_type=improvement|
 
suggest_scope=players|
 
suggest_description=The current statistics pages display Shartak's top explorers, top gold collectors and top killers - however there are other roles to play in the game.  This suggestion is to simply record and display a number of statistics that are currently not viewable on the statistics page such as 'wounds healed', 'spirits banished', 'items traded' and so on.
 
 
 
'''Wounds healed''' wound be the number of times that a character uses a first aid kit or healing herb on another character (personal healing should not be counted if that's possible?).  It would allow a 'top healers' page.
 
 
 
'''Spirits banished''' would be a simple count of spirits banished, and would allow a 'top exorcists' page.
 
 
 
'''Items traded''' would reflect active trading between settlements - so items traded with the home trader would not count.  It would allow a 'top traders' list, which could be perhaps displayed on the same page as the 'wealthy characters' and allow readers to compare the two lists.|
 
suggest_time=03:33, 26 December 2006 (UTC)|
 
suggest_author=[[User:Johan Crichton|Johan Crichton]]|
 
 
suggest_comments=
 
suggest_comments=
 
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Based on a discussion on the forum - [http://forum.shartak.com/index.php/topic,122.0.html Suggestion: New Statistics?] - '''Wounds Healed''' should be based on HP healed, '''Items traded''' should be based on trades with a trader where the trader is happy to see the character.--[[User:Johan Crichton|Johan Crichton]] 01:20, 5 February 2007 (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)
:Spirits exorcised + HP Healed added to player profile. --[[User:Simon|Simon]] 22:10, 29 April 2007 (UTC)
 
::Items traded implemented as well. You get bonus XP and trading points for any trade with a trader (other than your home trader) where the trader is pleased to see you. --[[User:Simon|Simon]] 21:40, 30 April 2007 (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)