Difference between revisions of "Suggestions:Implemented"

From The Shartak Wiki
Jump to navigationJump to search
 
(34 intermediate revisions by 8 users not shown)
Line 5: Line 5:
  
 
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.
 +
 +
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.
Line 10: Line 12:
 
== Implemented ==
 
== Implemented ==
  
=== Writing on the tree (or sand) ===
+
===Campfire===
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid "carve-wars" the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)
+
{{suggestion|
 +
suggest_type=Making fire, and a skill to make it easier|
 +
suggest_scope=Applies to all people|
 +
suggest_description=
 +
*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
  
''Comments''
+
'''Advanced Bushcraft''' - Light larger fires (for cauterising, possibly cooking and distilation of salt water?)|
* FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)
+
suggest_time=10:49, 8 June 2007 (UTC)|
** Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)
+
suggest_author=[[User:Rozen|Rozen]]|
----
+
suggest_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
With the fire scaring away all types of animals, I'm wondering if this would allow an organised group to herd wildlife. --[[User:Johan Crichton|Johan Crichton]] 01:47, 14 January 2008 (UTC)
  
=== Areas explored stat ===
+
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]:
 +
<blockquote>Fire-stick farming is a term coined by Australian archaeologist Rhys Jones in 1969 to describe the practice of Indigenous Australians where fire was used regularly to burn vegetation to facilitate hunting and to change the composition of plant and animal species in an area.
  
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)
+
Fire-stick farming had the long-term effect of turning scrub into grassland, increasing the population of nonspecific grass eating species like the kangaroo. The ecological disturbance caused by fire-stick farming has been implicated in the extinction of the Australian megafauna.
  
''Comments''
+
In wet and dry sclerophyll forests, firestick farming opened the canopy and allowed germination of understory plants necessary for increasing the carrying capacity of the local environment for browsing marsupials.</blockquote>
* Implemented, together with kill stats within profiles. --[[User:Simon|Simon]] 17:35, 7 March 2006 (GMT)
+
Also, it would be interesting if leaving the fire unattended (leaving the square) while the fire was still burning could lead to forest fires. --[[User:Buttercup|Buttercup]] 07:58, 14 January 2008 (UTC)
** whoa!  and pker's beware, everyone will now know if you killed your own at any point in your wretched past. --[[User:Frisco|Frisco]] 17:48, 7 March 2006 (GMT)
 
**Not necessarily.. what if you were killing outsiders/natives from a different camp? --[[User:Simon|Simon]] 18:05, 7 March 2006 (GMT)
 
**Thanks simon, I thought it would be a useful thing to have. --[[User:Daylan|Daylan]] 21:50, 7 March 2006 (GMT)
 
* The area explored number refers to the number of 6*6 pixel squares you have uncovered on your map. As the map is 140*63 of these squares there are a possible 8,820 locations to uncover. A good proportion of these are inaccessible as they are mountain or ocean and the deep water locations are risky to explore because of sharks. My bet is that there are at most 4,000 locations available to be explored in this way --[[User:Dr. J|Dr. J]] 10:59, 8 March 2006 (GMT)
 
----
 
  
=== Pirate ===
+
I like that a person would be able to detect someone else's campfire. It's a good balance to it protecting you from animals. I think you should probably be able to see the smoke from a little bit farther away, though. Maybe 6 squares away if it's a small fire, and 7 squares for a big one? I think a big fire one should last longer than a small one, protecting you longer through the night. --[[User:Buttercup|Buttercup]] 22:45, 18 April 2008 (UTC)
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read). Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)
 
  
''Comments''
+
I 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)
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)
 
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)
 
:I really like the idea of pirates in Shartak, but I would prefer them to be NPCs. PC Pirates would have to have ships or boats, which would mean they have no reason to stick around other than bumping into the edge of the playable area. Furthermore, if PC Pirates could hop on their boats, they would have a distinct advantage in land-bound players, being able to "sleep" out on the water and mostly out of danger. I envision periodic raids of villages and towns, where the Natives and Outsiders face a common foe. They would always appear in decent sized groups, forcing players to band together or run for the jungle. --[[User:Jackel|Jackel]] 19:27, 8 March 2006 (GMT)
 
:Well technically you could say that for the outsiders too.. why don't the researchers and settlers just get on their boat and sail off into the sunset? --[[User:Simon|Simon]] 21:53, 8 March 2006 (GMT)
 
::Well, the scientists don't WANT to leave because they are doing research. The settlers don't want to leave because they are on the island TO SETTLE. The soldiers and scouts are bound by orders. As far as their lack of boats, I was sort of going with the idea that whatever ships and boats the Outsiders arrive on dump them off at the shore of the encampments and leave. This same idea could be used for pirates, I suppose; they were kicked off their pirate ships for some reason, but they wouldn't really be pirates without pirate ships, I think.--[[User:Jackel|Jackel]] 01:03, 9 March 2006 (GMT)
 
:I'm a little reluctant to see a new dynamic class enter the game when we haven't quite seen how the current classes interact. However, if this is just a small part in your plans, then I will just wait and see. --[[User:Lint|Lint]] 23:51, 8 March 2006 (GMT)
 
----
 
  
=== Tracking ===
+
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)
Anyone with the Tracking skill should be able to track where people have gone, either generic "A native passed by here recently" or more specific "Average Joe left heading north 2 days ago".
+
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
  
 +
=== Forest Fire ===
 +
{{suggestion|
 +
suggest_type=Game mechanics, natural disasters|
 +
suggest_scope=Terrain|
 +
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=03:58, 17 March 2006 (GMT)|
 +
suggest_author=[[User:Lint|Lint]]|
 +
suggest_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)
 +
* I 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)
 +
** I thought it might be a bit much. Ah well. --[[User:Lint|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. --[[User:Simon|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. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)
 +
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|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. --[[User:Lint|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 -[[User:BananaBear|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.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
===Planting/agriculture===
 +
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)
 +
 
''Comments''
 
''Comments''
* Should probably be a timelimit so you don't see "Average Joe left heading north 90 days ago". - [[User:Snarf|Snarf]]
+
: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)
*Could work for animals, too. How many times have you logged off near an animal, planning to pounce on it when you have more AP, only to find that, in that time, it's moved? The worst part is that it's never actually moved far; no, it definitely just moved a few squares in some direction, and you have no idea which. I like this skill idea.--[[User:Wifey|Wifey]] 01:50, 30 March 2006 (BST)
+
::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)
* Implemented. --[[User:Simon|Simon]] 21:58, 30 March 2006 (BST)
+
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]
 +
::::Just for the lulz, it should be allowed to plant bushes or trees which only grows poisonous fruits, one for natives and one for outsiders, unidentifiable without native/outsider knowledge respectively. Otherwise, to add a little twist, maybe for plants with real poisonous parts (potatoes anyone) might confuse the other faction (here: natives) and trick them into harvesting those unless they have outsider knowledge. --[[User:Baliame|Baliame]] 15:44, 26 December 2007 (UTC)
 +
:::::There is now a farm just south of the Shipwreck Also, Maintained by [[Exotic_Sports_Hunting_Club|ESHC]] that spans in all directions with Vineyards and Trails--[[User:Bloodclott|Bloodclott]] 04:44, 29 April 2008 (UTC)
 +
Forum threads discussing agriculture:
 +
*[http://forum.shartak.com/index.php?topic=1222.0| Food on shartak (eating bananas all your life is just trouble waiting to happen)]
 +
*[http://forum.shartak.com/index.php?topic=233.0| My plantation is but dirt and broken dreams...]
 +
*[http://forum.shartak.com/index.php?topic=1134.0| Wheat]
 +
--[[User:Buttercup|Buttercup]] 07:44, 11 May 2008 (UTC)
 +
 
 +
As of December 2008, Planting/Agriculture was the top voted feature on [http://www.shartak.com/features.cgi Feature Votes] with 34 votes. --[[User:Johan Crichton|Johan Crichton]] 05:50, 9 December 2008 (UTC)
 
----
 
----
  
===Ditch the AP cost of dropping something.===
+
=== Religious Devotion ===
 
+
Required to use "Holy Scriptures" --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)
I have noticed that when I drop something I lose 1 AP. Could that be changed so that I don't lose any AP when I drop somthing. --[[User:MeatPie|MeatPie]] 07:32, 23 March 2006 (GMT)
 
  
 
''Comments''
 
''Comments''
*It does not take AP to drop stuff. --[[User:Grigoriy|Grigoriy]] 17:47, 2 April 2006 (BST)
 
*Sort of implemented. It was actually a bug that was created and then fixed, originally it didn't cost anything to drop an item, and then it did, and now it doesn't again. --[[User:Simon|Simon]] 01:45, 9 April 2006 (BST)
 
 
----
 
----
  
===Changes to the Statistics Page===
 
The "Statistics on Kills" page is a nice feature, and I think that it could be improved by the addition of two new lists: 1) A list of the "top Native-killers" among Outsiders, and 2) A list of the "top Outsider-killers" among Natives. The lists would rank the top 25 (or however many) of each group by how many of the other group they've killed. These are the most significant statistics in the game after all... as it is now we mainly see which players have killed the most animals, which is almost meaningless. Another idea could be lists of the "Top 25 turncoats" or "top 25 traitors" for each group, which would list the top 25 players that kill their own (e.g. if a Native has killed 15 Natives he would likely be #1 on the Native turncoat list right now). Since the latter list would show everyone who the "PKers" are, it would have the added benefit of discouraging PKing. -[[User:Arminius|Arminius]] 21:11, 24 March 2006 (GMT)
 
  
*Instead of showing 'natives killed' or 'outsiders killed' perhaps it could show which village the victms have come from. Blood fudes between native villages or fierce rivallry between outsider groups are quite common through history.
+
=== Fire ===
*Quick job... [http://www.shartak.com/statpkills.html http://www.shartak.com/statpkills.html] - not quite what was requested I think. This is a one-off and will not be updated regularly. Send me feedback! --[[User:Simon|Simon]] 02:07, 9 April 2006 (BST)
+
 
*I like 't, I got some serious killin' t' do! Arrr! --[[User:El Pirata Cofresi|El Pirata Cofresi]] 15:46, 9 April 2006 (BST)
+
How about fire for torches? Fire could also:  
*Very nice! It's even better than I thought it would be. -[[User:Arminius|Arminius]] 01:07, 12 April 2006 (BST)
 
----
 
  
=== Accessibility For Visually Impaired Players ===
+
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),  
There are a few issues for players using screen reading software that are linked to the information on the map on the main page.  The colour of each square is not identified by any text so all the screen reader will say is 'Jungle' etc.  Also, the icons indicating things like Huts are not readable so limiting you to knowing what is in each square solely by entering the square and reading the description.
 
Could it be possible to indicate what is seen in each square using text that would help VI players, some games use hidden text that doesn't interfere with what sighted players see but is echoed by screen readers - comments like 'Jungle 5' for example would be great, whilst the icons could just say what they are.  ----[[User:Gubbins|Gubbins]] 16:46, 2 April 2006 (BST)
 
*Is [http://userscripts.org/scripts/show/3455 this] what you're suggesting? --[[User:Grigoriy|Grigoriy]] 17:43, 2 April 2006 (BST)
 
* Sounds like something that could be done, except I'm not entirely sure how. The icons are done using CSS, is there a specific media type for screen readers? For hidden text, would something in a class that sets the font-size to 1pt and background/foreground colours the same, do the job? --[[User:Simon|Simon]] 18:21, 2 April 2006 (BST)
 
* I'm afraid that I don't have much experience with this. Perhaps we could add 'title' attributes inside each table cell that specified the status of the block. So we can add to each table cell something like 'title=jungle density 5 hut' and 'title=water density 2'. [http://www.w3.org/TR/html4/struct/global.html#h-7.4.3 w3 specs] --[[User:Lint|Lint]] 21:52, 2 April 2006 (BST)
 
* My HTML knowledge is very basic but I have had a look at some VI web sites for some pointers.  It seems that screen readers don't always pick up on the Title attributes on certain elements, the one I use (JAWS) can pick up Title text on Links with a settings change.  As for small font size hidden text, I don't know if there is a minimal size required, I'll have a look to try and find out.  ----[[User:Gubbins|Gubbins]] 01:15, 6 April 2006 (BST)
 
* The h4 tags around map block names have been replaced with span tags, and extra headings have been added on the right instead of just using bold tags. Unfortunately this has broken the greasemonkey scripts that handle mapping etc. Sorry! --[[User:Simon|Simon]] 01:49, 9 April 2006 (BST)
 
* Icon replacement and jungle density now available as options from the Edit Profile page. --[[User:Simon|Simon]] 11:07, 14 April 2006 (BST)
 
----
 
  
===Pirates displayed as pirates===
+
2. be used as campfires for villages and the wreck,  
{{suggestion|
 
suggest_type=Change pirate display name on map from "Outsider" to "Pirate"|
 
suggest_scope=Pirates|
 
suggest_description=If a pirate is standing on a square, the square should read "1 Pirate" instead of "1 Outsider". Even though they are outsiders, they are a also a very seperate group, and are not affiliated with any of the three Outsider colonies. They should probably be enemies of the Durham/York/Derby colonial authorities/colonists, in fact. Changing their display name on-map to "Pirate" would facilitate conflict between the two (which there should be anyway) by letting each side know who is who. Even now pirates are viewed as seperate on the statistics page, and have an entire section of their own on the stat-kills page. Speaking of the stats page: as of this posting 65% of active players are Outsiders, but if we distinguish pirates from other outsiders it pretty dramatically improves the balance to 43% Outsider, 22% Pirate, 35% Native. Currently there is no way on-map to distinguish between the two, though. Note that all I am proposing is to change how they are displayed on the game map, this is not a proposal to make pirates an entire new "faction". There should still only be two categories of player to choose from when you sign up (Outsider & Native), and pirates should still be able to speak and understand Outsider language.|
 
suggest_time=14:23, 29 April 2006 (BST)|
 
suggest_author=[[User:Arminius|Arminius]]|
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
*I am a pirate, and I approve of this message. Arrr.--[[User:Wifey|Wifey]] 18:30, 29 April 2006 (BST)
 
*Would this mean that the description panel on the right shows "Here is Mr Outsider. There is a pirate here. Also here is a native" or would it still show "Here is Mr Outsider and Mr Pirate. Also here is a native." of course complete with the dropdowns for attacking "a pirate" rather than specific pirates? --[[User:Simon|Simon]] 21:20, 29 April 2006 (BST)
 
**I would say that soldiers, settlers etc should still be able to see pirates names, because if it appears as "a pirate", then an entire new "faction" has been created, which is not what we want I dont think. But the whole point is that we should be able to distinguish between pirate and non-pirate outsider on the game-map, so maybe what could be done is this: Say an outsider soldier named Peter, a pirate named Paul, and a native named Mary are standing on a square. It would display the following to an outsider scientist who wanders on to the square: "Here is '''[[Main_Page|Peter]]''' and the pirate '''[[Main_Page|Paul]]'''. Also here is a native." (the links being their profile links) Also, I think natives should not see any difference, they should still see them all as outsiders . [[User:Arminius|Arminius]] 17:39, 30 April 2006 (BST)
 
***Huh. It looks like it's been implemented. Neat stuff. Thanks, Simon. :)--[[User:Wifey|Wifey]] 03:36, 5 May 2006 (BST)
 
****Yup, check the tooltips on the "2 outsiders" bits on the map as well. If there are outsiders and pirates in the same area, the local description (on the right) should list the outsiders first, pirates last. --[[User:Simon|Simon]] 19:00, 5 May 2006 (BST)
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
  
===Trading Fix, allowing you to trade down===
+
3. light caves, for increased search rates ("You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.")  
{{suggestion|
 
suggest_type=Improve trading mechanics|
 
suggest_scope=Traders|
 
suggest_description=The player currently is prevented from trading when the Trader doesn't have enough items in stock to meet his 'fair' price. Instead, I suggest that the Trader should offer you a reduced deal when he isn't carrying enough of the desired item: "Your Gem is worth 3 GPS Units, but I only have 1 GPS Unit in stock. Would you be willing to accept 1 GPS Unit in exchange for your 1 Gem? (accept/reject)" That would be a win/win, since the trade value of the goods in the Trading Hut would increase if the player agreed to this trade. The player knows what they're getting into, so they won't feel ripped off. In my opinion, increasing the number of successfully executed trades is a good thing.
 
''Edit:'' It would also be cool if the trader could offer you a reduced deal when you can't fit them in inventory. "Your Gem is worth 199 Poison Snakes, but you can't carry that many. Would you be willing to accept 47 Poison Snakes in exchange for your 1 Gem?"
 
|
 
suggest_time=09:22, 29 April 2006 (BST)|
 
suggest_author=[[User:Tycho44|Tycho44]]|
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
In such a situation the button to take the trade should not read "Accept this trade", but should be (something like): "Accept this rip-off" to make it clear in no uncertain terms that they are taking a hit by accepting the trade. [[User:Arminius|Arminius]] 14:10, 29 April 2006 (BST)
 
:I agree 100%. But it is frustrating that my desired trades are blocked by artificial constraints. For example, the single Poison Dart sitting in the hut is impossible to acquire: Trader Harry isn't willing to trade his Poison Dart for anything (other than a Bullet or Poison Snakes), because he'll ''make too much profit''. That stretches credulity -- if this were a real life trader, we could reach favorable terms in a heartbeat. He'd get my extra sharpening stone, and I could happily reload my blowpipe. --[[User:Tycho44|Tycho44]] 20:19, 2 May 2006 (BST)
 
::Also, for better or for worse, this would allow players to track the stock levels in the trading huts much more simply (i.e. offering a Gem). Currently, to track how many pieces of driftwood Harry has in stock, the player has to offer a gem, reject, offer a rifle, reject, offer a GPS, reject, offer a FAK, reject, and so on, putting IP load on the server. --[[User:Tycho44|Tycho44]] 20:19, 2 May 2006 (BST)
 
  
Looks like this has been implemented :) --[[User:Wifey|Wifey]] 02:50, 26 May 2006 (BST)
+
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.")
:Only the first part - the bit where you don't have enough space to carry that many items isn't done. --[[User:Simon|Simon]] 08:31, 26 May 2006 (BST)
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
  
=== Supplies in settlements ===
+
5. scare away wild animals like tigers, which might not approach a torch.  
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.
 
  
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?
+
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."
  
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]
+
And, as a gag, if you drink rum while holding a torch then you breath fire.
  
''Comments''
+
[[FirstAmongstDaves]]
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)
 
: there is,in one of the outsider villages, an ammo cache where you can find ammo reliably in the native villages in the trading posts you can find barely anything(or nothing like my reward for 30AP of searching) -- [[User:Daylan|Daylan]] 00:01, 10 March 2006 (GMT)
 
::Suggestion = adopted: [[Trading]] huts appear fully implemented. --[[User:Tycho44|Tycho44]] 22:29, 20 May 2006 (BST)
 
----
 
  
=== Informational messages ===
+
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)
+
"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. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
  
''Comments''
+
===Flintlock Pistols===
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]
+
{{suggestion|
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]
+
suggest_type=New Item and Set of Skill to go along with it|
:How about making a list of "informational messages" that might be required? - [[User:Snarf|Snarf]]
+
suggest_scope=Whoever can shoot a gun|
:* PlayerX killed PlayerY.
+
suggest_description='''Mechanics'''
:* PlayerX killed animal.
+
*Half the inventory space of the rifle
:* PlayerY died from eating some poisonous berries. (self-inflicted death)
+
*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'
  
* Implemented to a certain degree, the first two anyway... if you kill yourself eating berries or from wounds then you just fade away quietly. --[[User:Simon|Simon]] 14:12, 27 March 2006 (BST)
+
'''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.
  
===Wiki Button===
+
'''Skills'''
{{suggestion|
+
*'''No Skill'''- ''5% chance of hitting your target''
suggest_type=New Button|
+
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''
suggest_scope=Wikiphiles, players in general|
+
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''
suggest_description=So, uh... I don't know why but there's no button leading directly from the game ot the wiki. I just kind of noticed that difference between Shartak and UD. Kinda silly, no? I mean, as far as I can tell, the only place that a URL is given is on the FAQ (which I'm sure many don't read).
+
*'''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''|
  
... Ok, yeah. I'm not really bothered that players need to read the FAQ to find the wiki. It'd be neat if there was a button on the game interface, though, like there is for News and Statistics.|
+
suggest_time=02:36, 12 November 2006 (UTC)|
suggest_time=23:01, 2 June 2006 (BST)|
+
suggest_author={{profile|4862|Rozen}}|
suggest_author=[[User:Wifey|Wifey]]|
 
 
suggest_comments=
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
* There should be a button labelled "Help" on at least the main pages. This points to the wiki. It used to say Wiki but I figured people might not know what it was.. perhaps I should change it back so that people think "what's a wiki?" and click it.. --[[User:Simon|Simon]] 23:52, 2 June 2006 (BST)
+
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''
** Oh. Well ''that's'' silly of me. Ok then. Your call, entirely. I'll leave this here so that people can give an opinion on whether it should be "Help" or "Wiki," I suppose.--[[User:Wifey|Wifey]] 00:23, 3 June 2006 (BST)
+
 
*** "Wiki", for Simon's reason. --[[User:Tycho44|Tycho44]] 06:46, 8 June 2006 (BST)
+
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)
***"Help", since new users (who need help the most) will be even less likely to know what a wiki is. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 10:07, 9 June 2006 (BST)
+
 
*** "Help/Wiki", as a compromise :) --[[User:Simon|Simon]] 12:14, 9 June 2006 (BST)
+
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]]
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
}}
  
===Rename tamdal Tack "Tak"===
+
 
 +
===Flint & Tinder ===
 
{{suggestion|
 
{{suggestion|
suggest_type=Cosmetic|
+
suggest_type=New Item|
suggest_scope=One NPC trader, Tack|
+
suggest_scope=All classes|
suggest_description=All native [[NPC]] and [[camp]] names but this one use a "k" for the ''k'' sound instead of "ck" (e.g., "Dalpok", "Raktam", "Wiksik", "Jakota", "Movak", "Tik", etc.). Thus, for consistency, "Tack" should become "Tak". (Also, I think "Toe" looks more native and less anglicized as "Toh", but that's a minor point in comparison.)|
+
suggest_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=12:58, 9 June 2006 (BST)|
+
|
suggest_author=[[User:Elembis|Elembis]]|
+
suggest_time=17:01, 29 January 2008 (UTC)|
 +
suggest_author=[[User:Skull Face|Skull Face]]|
 
suggest_comments=
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
* Good point. Tamdal Tak is it. Not sure about Toe/Toh. --[[User:Simon|Simon]] 01:08, 11 June 2006 (BST)
+
Comment here
:*Yeah, I don't like "Toh" either now, so scrap that. Thanks for renaming Tak. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:31, 11 June 2006 (BST)
 
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
}}
  
===Make "healing herbs" singular===
+
===Flintlock===
 
{{suggestion|
 
{{suggestion|
suggest_type=Cosmetic|
+
suggest_type=New Item|
suggest_scope=One item's name|
+
suggest_scope=All classes|
suggest_description="Some healing herbs" is vague, and "one bundle of healing herbs" is too long. I recommend that the name be "healing herb", as in "one healing herb", "two healing herbs", and so on, just like "one first aid kit", etc.|
+
suggest_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.
suggest_time=23:49, 10 June 2006 (BST)|
+
 
suggest_author=[[User:Elembis|Elembis]]|
+
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.
 +
|
 +
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|
 +
suggest_author=[[User:Skull Face|Skull Face]]|
 
suggest_comments=
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
* Yes, this sounds ok to me. Done. --[[User:Simon|Simon]] 01:09, 11 June 2006 (BST)
+
This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.
 +
:It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
}}
 
+
===Pistols found in Shipwreck===
===Capitalize skill names consistently===
 
 
{{suggestion|
 
{{suggestion|
suggest_type=Cosmetic|
+
suggest_type=Balance the availability of Pistols|
suggest_scope=Skill names|
+
suggest_scope=Pirates|
suggest_description=Most skills, like ''Basic Tracking'', are capitalized fully in-game, but some, like ''Body building'', are not. If the first word in a skill is always capitalized ("You have Body building..."), why shouldn't subsequent words be capitalized, too? Skill capitalization should at least be consistent, and I recommend that consistency be attained by capitalizing the few not-fully-capitalized skills (which also include ''Native knowledge'', ''Ghostly whisper'', and a couple others).|
+
suggest_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=20:54, 11 June 2006 (BST)|
+
suggest_time=11:00 August 13, 2011|
suggest_author=[[User:Elembis|Elembis]]|
+
suggest_author=[[User:Fauzii|Fauzii]]|
 
suggest_comments=
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
Agreed. Cosmetic, but consistency is useful (especially when working with greasemonkey scripts or the wiki). --[[User:Tycho44|Tycho44]] 21:30, 16 June 2006 (BST)
+
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?
* Sorted, except after some discussion, I went the opposite way to the above - Body building was already right, Advanced tracking is now right. --[[User:Simon|Simon]] 21:51, 16 June 2006 (BST)
 
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
}}
 +
=== 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)
 +
 +
::::I've heard of that 90% stuff. Gotta get a bottle for myself :) I do like the cure poison suggestion, but I suspect there is something else that helps deal with poison ;)--[[User:Cthulhu|Cthulhu]] 06:28, 1 February 2008 (UTC)
 +
Cross References:
 +
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]
 +
* [[Suggestions:Game_mechanics#Drunkness]]
 +
--[[User:Buttercup|Buttercup]] 12:06, 11 May 2008 (UTC)
 +
----
 +
=== Tunnels ===
 +
Tunnels underneath the island lead to interesting places.
  
===Use UTC for server times===
+
''Comments''
{{suggestion|
+
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]
suggest_type=Time zone standardization|
+
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)
suggest_scope=Timestamps|
+
:::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)
suggest_description=[http://en.wikipedia.org/wiki/UTC UTC] (a.k.a. "Greenwich Mean Time"), the worldwide standard, is the time zone people are most accustomed to converting times to and from. In comparison, British Standard Time (BST), which is currently used, moves the clock ahead of UTC by one hour in March and keeps it that way until October. UTC is better for wiki timestamps (since a later time will always correspond to a later edit) and gives anyone converting a timestamp only one DST ("Daylight Saving Time") setting to take into account: their own. |
+
----
suggest_time=16:43, 19 June 2006 (BST)|
 
suggest_author=[[User:Elembis|Elembis]]|
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
If this is for the wiki itself, you can change your timezone in the preferences. --[[User:Simon|Simon]] 21:20, 19 June 2006 (BST)
 
  
Wiki default timezone updated to UTC. In-game events are actually in GMT. --[[User:Simon|Simon]] 20:56, 19 June 2006 (UTC)
+
===Inventory Limit===
  
Simon and I found that BST was the default time zone for wiki users as well as the time zone used for death times. Both of those are fixed now, and according to Simon the only part of the game that still uses BST is the "Been on the island since" field, which doesn't really need to be accurate to the hour. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:28, 20 June 2006 (UTC)
+
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)
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
+
* 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)
 +
----
  
===Timestamp the Shartak Interface===
+
===Breakable weapons===
 
{{suggestion|
 
{{suggestion|
suggest_type=Interface improvement|
+
suggest_type=Weapon alteration|
suggest_scope=all|
+
suggest_scope=All weapons|
suggest_description=Put a small timestamp on the main Shartak interface screen, in addition to the current timestamping of messages, game events, last death, and so on. This would be a huge improvement for screenshots -- for example, tagging up checkpoints in marathon races or swims, capture-the-flag and other in-game games, verifying PKs, RP meeting attendance, etc. In addition, the timestamp would help those of us who don't use GMT to figure out the delta on game event messages. You could put the timestamp in the stats bar, or above or below the map, or above or below location description, or
+
suggest_description=I'd like to propose that all weapons break occassionally.  At the moment, cutlasses and machetes do, but I don't think any other weapons 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.|
'''Possible Actions:''' <small>(22:52, 19 June 2006 (UTC))</small>
+
suggest_time=10:25, 19 July 2006|
... almost anywhere on the interface screen really. Trivial to implement and a major benefit for some of the roleplaying. |
+
suggest_author=[[User:Black Joe|Black Joe]]|
suggest_time=22:52, 19 June 2006 (UTC)|
 
suggest_author=[[User:Tycho44|Tycho44]]|
 
 
suggest_comments=
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
Done. Simon put this just below the HP/XP/AP/Gold text in a <nowiki><div></nowiki> tag that the game's CSS hides by default. You can see the server's time by editing your profile and checking "Include the server time on the main page?". &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:28, 20 June 2006 (UTC)
+
* 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)
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
}}
  
===Moving through fully chopped down or overgrown jungle===
+
===Clan News===
 
{{suggestion|
 
{{suggestion|
suggest_type=Movement change|
+
suggest_type=Clan Organization|
suggest_scope=Every character in the game|
+
suggest_scope=All clans|
suggest_description=I sugget a change in the movement mechanics. It may not be approved by you, but I think it's logical. I wouls like to see a change that allows to reduce movement on fully chopped (d0) squares of jungle (I think that a reduction to 0,5 AP/move <s>(0,25 AP/move with Trekking skill)</s>, and an increase on (I think) squares ranging from d7 to d9 to 2 AP/move (1 AP/move with Trekking). D10 squares stay impossible to pass, until chopped. The logic says that when you have nothing under your feet except for ground you move faster, and in dense growth areas you walk slower. Such a change as I proposed may also need an adjustment in the jungle growth speed.|
+
suggest_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=22:15, 1 June 2006 (BST)|
+
suggest_time=02:37, 25 October 2007 (UTC)|
suggest_author=[[User:Xintlaer|Xintlaer]]|
+
suggest_author=[[User:Tomn|Tomn]]|
 
suggest_comments=
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
*I like this, except the part about the trekking skill giving the ability to move 4 d(0) squares in one AP, that should definitely not be done. Maybe this: trekking should only apply to d(1) and up (the skill description says "faster movement through the jungle" anyway), and on d(0), all characters, whether trekking or not, should expend 0.5 AP to move onto another d(0) square. (note that if both of those changes are made it would not harm trekking-people, their AP-usage would be same as it is now.) One benefit of lowering movement cost on d(0) squares as far as game dynamics is concerned, is that it would make roads, the upkeep of roads, and the upkeep of towns (keeping towns free of jungle overgrowth), actually meaningful in a practical sense, by allowing for quicker travel. [[User:Arminius|Arminius]] 22:41, 1 June 2006 (BST)
+
I really like this idea, as it gives clan leaders the opportunity to bring a message to his clan's members.<br>
** Exactly what I was going to say, Arminius. Trekking on a road would be absolutely incredible... so we just don't give trekkers any added bonus there.--[[User:Wifey|Wifey]] 23:52, 1 June 2006 (BST)
+
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)
***Understood, agreed, changing--[[User:Xintlaer|Xintlaer]] 09:13, 2 June 2006 (BST)
+
 
*0.5 AP per square on roads (still 0.5 AP with Trekking). 2 AP per square on heavy jungle (1 AP with Trekking). Creates tangible effect for the Highway Society - Preservation Front conflicts. An absolutely brilliant suggestion. --[[User:Tycho44|Tycho44]] 10:06, 2 June 2006 (BST)
+
: 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)
* Nice idea. Tap tap tap.. try that.. I think it should be pretty much what you've said. --[[User:Simon|Simon]] 19:40, 2 June 2006 (BST)
+
 
::Anyone agree that this has now been implemented and as such can be moved to [[Suggestions:Implemented]] ? --[[User:Simon|Simon]] 12:15, 9 July 2006 (UTC)
+
: 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)
  
''Moved from [[Suggestions:Game Mechanics]] at 08:00, 20 July 2006 (UTC) by [[User:Elembis|Elembis]].''
+
: 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)
 +
 
 +
::I throw all my support behind this suggestion. I've been calling for some sort of clan messaging but have never made an effort to put it here, where it matters. We need this! :)--[[User:Cthulhu|Cthulhu]] 05:42, 23 January 2008 (UTC)
 +
* See also http://forum.shartak.com/index.php?topic=1039.0 --[[User:Simon|Simon]] 15:54, 24 January 2008 (UTC)
 +
* Implemented. --[[User:Simon|Simon]] 14:17, 27 March 2008 (UTC)
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
}}
  
===Trading Hut Prices That Reward Foreign Travel===
+
===Deadwood===
 
{{suggestion|
 
{{suggestion|
suggest_type=trading hut item pricing change|
+
suggest_type=New Item|
suggest_scope=trading hut item prices|
+
suggest_scope=All classes|
suggest_description='''Problem:''' the Trading Huts reward characters who sit at home, and penalize characters who travel to foreign encampments. It is well-established that a character can earn 36+ gold coins per day by sitting at home and dumping at the local trader. Since camps are several days journey apart, foreign camps have to promise +72 gold coins of '''extra profit''' -- not just trade value, but trade value over and above the trade value in the local trading hut.
+
suggest_description=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.
 
+
|
''Not viable:'' Changing the First-Aid Kit find rate in the Medical Hut is not a solution. Local dumping can be performed from the Medical Hut, the Ammo Hut, the Treasure Hold, a Mango Tree, or even by recycling the Trader's inventory. Reducing particular find rates will harm the game in various ways, but will never improve the desirability of foreign travel. (Unless certain desired items are not locally available at all, such as GPS Units, Gems, Charms, the Heavy Sword, and so on.)  
+
suggest_time=17:01, 29 January 2008 (UTC)|
 
+
suggest_author=[[User:Skull Face|Skull Face]]|
''Not viable:'' Tweaking short-stock and long-stock pricing is not a solution. Stock-based pricing makes foreign travel vastly more risky and undesirable -- characters are encouraged to stay at their home camp and take advantage of known shortages, rather than risk carting stock overland for days to a foreign camp, only to have a single character dump enough to destroy the demand-inventory. And in order to obtain profit levels that would justify a two-day journey, demand prices would have to be absolutely ridiculous -- surely 10 or 20 times the normal pricing.
 
 
 
'''Solution:''' Prices in the Trading Hut should reward you based upon the distance you've traveled. By directly addressing the issue, the solution is guaranteed to work. Here's how it happens:
 
 
 
(1) Characters who are new to a foreign Trading Hut receive a very beneficial exchange rate, perhaps for a full day or so. "How exciting! It's not often that I see a new face around here. Do you have any items that you'd like to trade?"
 
 
 
(2) After a character has spent several days in the same Trading Hut, even in a foreign camp, the local trader becomes bored, and the trade rate returns to normal. This encourages the trading character to move on. "You're becoming a familiar sight around here. Haven't I already seen what you have to offer?"
 
 
 
(3) Characters who farm the Medical Hut in their home encampment and repeatedly dump items to their own trader receive the poorest exchange rate. "You do realize that there's an entire island out there to explore, don't you?"
 
 
 
This entire process could be implemented using a single hidden character flag, that contains a time-stamp and a camp name. Whenever the character interacts with a different Trader (in a new camp), the flag updates. If the player is newly interacting with a foreign trader (timestamp <24 hours old), the trade rate is Favorable. If the player is interacting long-term with the same foreign trader (timestamp >24 hours) or is newly interacting with their home camp (timestamp <24 hours), the trade rate is Normal. If the player is interacting repeatedly with their home trader (timestamp >24 hours), the rate is Unfavorable.
 
 
 
Although these favorable/unfavorable trade values might not be sufficient to make travelers wealthy, at least implementing this suggestion will encourage travel and reward greater interaction in Shartak.
 
 
 
Note that this suggestion could be stacked on top of the current long/short and language-based pricing systems. Or this suggestion could fully replace the long/short pricing rules.|
 
suggest_time=01:19, 11 July 2006 (UTC)|
 
suggest_author=[[User:Tycho44|Tycho44]]|
 
 
suggest_comments=
 
suggest_comments=
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 
+
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)
I quite like this idea. Farming behavior is not much fun for anyone, and games that encourage it can suffer in popularity simply because the best course of action for the character is the most boring one for the player. Also, since player interaction is the whole point of multiplayer games, all antisocial behavior should perhaps be discouraged and should certainly not be profitable. We can always use more active (and interacting) players. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:14, 11 July 2006 (UTC)
 
 
 
:Yeah, I agree. It gives you a reason to, you know... Move? It would really liven the game up a bit. [[User:MorkaisChosen|MorkaisChosen]] 18:51, 13 July 2006 (UTC)
 
Happily, this suggestion seems to have been implemented. Shouldn't it be moved to the implemented suggestions page? [[User: Black Joe|Black Joe]] 7:35, 20 July 2006 (GMT)
 
 
 
''Moved from [[Suggestions:Game Mechanics]] at 08:00, 20 July 2006 (UTC) by [[User:Elembis|Elembis]].''
 
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 
}}
 
}}

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)