Suggestions:Implemented

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Revision as of 21:54, 30 March 2006 by Lint (talk | contribs) (added Tracking from Suggestions:Skills)
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This is a page of implemented suggestions for Shartak. Please refrain from editing or deleting any of the information recorded here.

If you would like to comment on an implemented suggestion, consider using the Game Design page to voice your opinion.

If you would like to make new suggestions, see the Suggestions page.

Implemented

Writing on the tree (or sand)

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. -- Snarf 22:32, 27 January 2006 (GMT)

Comments

  • FYI, currently working on this. --Simon 23:16, 20 February 2006 (GMT)
    • Done. Watch out for quirks depending on where you're writing. --Simon 15:24, 27 February 2006 (GMT)

Areas explored stat

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 :). -- Daylan 00:04, 7 March 2006 (GMT)

Comments

  • Implemented, together with kill stats within profiles. --Simon 17:35, 7 March 2006 (GMT)
    • whoa! and pker's beware, everyone will now know if you killed your own at any point in your wretched past. --Frisco 17:48, 7 March 2006 (GMT)
    • Not necessarily.. what if you were killing outsiders/natives from a different camp? --Simon 18:05, 7 March 2006 (GMT)
    • Thanks simon, I thought it would be a useful thing to have. --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 --Dr. J 10:59, 8 March 2006 (GMT)

Pirate

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. --Frisco 04:14, 5 March 2006 (GMT)

Comments

I have no idea how we could implement them into Shartak, but I do like pirates... --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. --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. --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? --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.--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. --Lint 23:51, 8 March 2006 (GMT)

Tracking

Anyone with the Tracking skill should be able to track where people have gone, either generic "A native passed by here recently" or more specific "Average Joe left heading north 2 days ago".

Comments

  • Should probably be a timelimit so you don't see "Average Joe left heading north 90 days ago". - Snarf
  • Could work for animals, too. How many times have you logged off near an animal, planning to pounce on it when you have more AP, only to find that, in that time, it's moved? The worst part is that it's never actually moved far; no, it definitely just moved a few squares in some direction, and you have no idea which. I like this skill idea.--Wifey 01:50, 30 March 2006 (BST)
  • Implemented. --Simon 21:58, 30 March 2006 (BST)