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Difference between revisions of "T7 Improvement Ideas"

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Marriage -  I haven't followed the changes in marriage. My understanding is that the complaint is that both players don't advance at the same rate.  (IE - one player works his butt off to advance tests and only the partner is rewarded)  So, you want me to solve the dead-beat spouse issue...  Or is this just a marriage between a main and a mule?  (In which case, I dont see a problem)  Isn't picking a spouse who wont leave you high and dry part of the test?  I am just trying to better understand what the problem is.
 
Marriage -  I haven't followed the changes in marriage. My understanding is that the complaint is that both players don't advance at the same rate.  (IE - one player works his butt off to advance tests and only the partner is rewarded)  So, you want me to solve the dead-beat spouse issue...  Or is this just a marriage between a main and a mule?  (In which case, I dont see a problem)  Isn't picking a spouse who wont leave you high and dry part of the test?  I am just trying to better understand what the problem is.
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Fishing - Fishing needs to be examined in the context of Isis' bounty as I have explicitly been requested to permit fishing from boats.  (Not sure the animation system will allow the blending of the boat animations (the boat) with the fishing animations properly while keeping the two together) If doable, then fishing areas will greatly expand.  As for the rest of the things, Flyfishing is new tech to me, Let me look at that code a bit and see how easy it will be.  (Likely significant time to code)

Revision as of 18:01, 23 March 2014

T7 Improvement Ideas, Suggestions, and Requested Changes

Please feel free to add your ideas of changes and things you would like to be implemented in T7. Please be considerate and do not delete others requests. A suggestion is you can add your signature on if you add something.

Alternatively, you may post on the forums.

Tests

Test of Mentorship

Suggest to Scrap the Mentor Shrine, and change to a point based system where the mentee can award points based on a fixed schedule to player(s) that have been helpful to them. May tie it to levels/test advancement of the mentee. Changes the focus to not just be about mentoring a player up to citizenship. The number of points to pass will be adjusted accordingly, for example it could be 21 points from 7 different mentees. --Porthos 20:15, 22 March 2014 (EST)


Test of Marriage

When was this test modified ? T4 maybe ?

I liked it much more in T3, i.e. when *both* spouses would win the test on a given week and the points were Nb. of tests passed as spouses (by *either* spouse) x number of weeks since married. I think that it was way more of a collaboration between the spouses to win together the test of marriage than what is happening now since the test was modified. (Basically now only one of the spouse wins the test, if the other spouse has worked like a slave to pass as many tests as possible)

So...can we have the initial Test of Marriage back ? (Nissim)

FYI : The initial marriage test was in worship (didn't even need to pass worship init)and you could pass it just after you got married. So, yea, i'd guess the t3 version is what would be the preference, since it also includes casanova passes (Which even if we do have them in t6, are a rarity) http://www.atitd.org/wiki/tale3/Tests/Test_Of_Marriage (blondie)

T7 Improvement Ideas, Suggestions, and Requested Changes

Fishing Improvements

Reduce the cost to improve fly fishing skill by about 2/3, so instead of 1200 fishing points to go from fly fishing 1 to fly fishing 2, it would be 400 fishing points. Add in new varities of fish, increasing the total types of fish throughout Egypt to 243. Maybe add achievement for catching a # of different varities. Change how the game places fish, instead of by grid location, make certain fish only capturable in a region. Also tie certain fish to be near terrain features like shallow water, deep water, clay or papyrus or large stone etc, similiar to tattoo. Allow the higher quality fishing rods to be craftable by players. Maybe tie it to fly fishing level and carving level. Add in a rare random event (graphical or text message) that an epicly large fish of the appropriate species (for the location, time and month) is spotted near by. To catch the player plays a mini-game using sliders on line tension (line play), and reeling in, the larger the fish the harder to catch. These fish can be mounted (maybe add an achievement) --Porthos 20:15, 22 March 2014 (EST)

Responses from Pluribus

are some of these improvements possible? are some very difficult to code? can some of these be rethought and improved (just to give examples--blondie)

Mentorship - I definitely want to increase the amount of interaction between mentor and mentee. However, I don't want to just tie to tests/achievements, etc.. It would feel like Prophet/Promotion/Marriage etc... What about keeping the Shrine, tying it to player retention and requiring both the mentor and mentee to meditate together on it once a week to show that the two actually got together at least the once to accumulate the points. Maybe points based on time logged in at the same time (Bonuses for tests and achievements, but I don't want the majority of points to come from that) (IE - You cant mentor effectively if your not on at the same time) I hesitate to do within proximity of each other with the wide use of chat channels for mentoring it would make mentoring harder which isn't what I want. I am thinking a having test passing be based a threshold, with added bonuses for scores beyond the passing level. (level of effort: 4 hours)

Marriage - I haven't followed the changes in marriage. My understanding is that the complaint is that both players don't advance at the same rate. (IE - one player works his butt off to advance tests and only the partner is rewarded) So, you want me to solve the dead-beat spouse issue... Or is this just a marriage between a main and a mule? (In which case, I dont see a problem) Isn't picking a spouse who wont leave you high and dry part of the test? I am just trying to better understand what the problem is.

Fishing - Fishing needs to be examined in the context of Isis' bounty as I have explicitly been requested to permit fishing from boats. (Not sure the animation system will allow the blending of the boat animations (the boat) with the fishing animations properly while keeping the two together) If doable, then fishing areas will greatly expand. As for the rest of the things, Flyfishing is new tech to me, Let me look at that code a bit and see how easy it will be. (Likely significant time to code)