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Xerlux

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Revision as of 05:30, 13 December 2011 by Xerlux (talk | contribs) (Created page with "Hi, Egypt... I'm glad to be of service, pls chat me to see how we can meet your needs. Been playing since the game was fun. Running for DP and enjoying this Tale. Need your votes...")
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Hi, Egypt... I'm glad to be of service, pls chat me to see how we can meet your needs. Been playing since the game was fun. Running for DP and enjoying this Tale. Need your votes when the time comes. Don't be surprised if I give you something, I'm testing a theory about being arrested by the atitd generocity police. Remember... Don't complain about space; Egypt is big enough... If you request a signature, have the decency of reading the other player's petitions... When you want dates, carry Saltpeter with you and fertilize palms for the next player... Make ALL Apiaries Public; don't be stingy - sooner or later you too will benefit... Make some mines PUBLIC; you cannot possibly mine them all, and the ore extracted from them contributes to the aggregate wealth of All Egypt... Secure all your property - DPA is legal, player introduced and ruthlessly enforced (duly warned)... Make ALL your chests STASHABLE - to encourage random acts of kindness... If a sheep pen is public - contribute and don't be greedy by killing all the sheep or stealing the onions... If you collect SAP - injure the cactus... Public greenhouses help everyone and if you want grass from them - make stashable chests for us to put grass in it for you... When you leave camp, make it a habit always to return full of gathered resources. Thank you!"


Petition by Xerlux

Departed Persons Act

It Shall Be the Law of The Land of Egypt to:

Stablish the DPA law as follows:

ANY account, trial or paid; shall have the right to claim as their own the property that meets the following requirements.

ANY property abandoned by a trial account after 7(seven) days of not loggin in. ANY property of an Unpaid or Closed account after 14(fourteen) days of not loggin in. ANY property of a Quit account after 21(twenty one) days of not loggin in or re-activating account financially. ANY property not left as an inheritance to an active player. Trial Accounts are excluded from inheritance.

GUILDED property becomes inherited to elders based on seniority.

Property of marriages stay with active account. If both inactive; DPA.

Special buildings are not ellegible for DPA. Obelisks, sculptures with over 200 votes. Any TEST building.

This DPA law shall be able to be modified as agreed by Teppy and Egypt.

____________ The following are suggestions for improving the E-Genesis team product: A Tale In The Desert. ATITD…

Where as: Currently in game GUI menus are not entirely alphabetized.

It is suggested: That all GUI menus be alphabetized. The benefits of alphabetized menus include:

1. Efficient organization 2. Predictability in all actions involving the use of the GUI 3. Proper professional presentation that reflects the quality of the product and the team behind it.

Where as: Currently the GUI displays a clipboard icon for the user, which upon being clicked activates the player level, their achievements and next level progression and related technologies. And floating dialog box is used to display the data.

It is suggested: In the interest of offering:

1. One less item in the interface 2. To have the GUI appear less cluttered and 3. To show a cleaner view of the playing area.

That: The clipboard icon be removed and relocated. Its new location would be inside the golden pyramid icon. As the player clicks on the golden pyramid icon to view the progression in the disciplines the appropriate floating menu will display in the same fashion, but an extra icon or clickable area directly above the clickable checkmark button, would display the intended data. The icon by virtue of being located in this new place would have the same functionality, and its availability would be predictable, constant and relevant to the Gamer’s experience. By incorporation into the discipline’s floating menu, the goal of a leaner GUI and the adequate access to the data can be achieved.

Where as: Currently the GUI allows for and in some instances requires as part of the game experience and progression; the creation and preservation of multiple TABS that display the tasks to be achieved in each of the qualifying tests which upon completion will show “DONE” to indicate the player has fulfilled its requirements. These Tabs operate in conjunction with the ITEMS/SKILLS expandable or resizable left hand cluster of tabs. These tests indicator tabs are important, but by virtue of sheer number and size tend to compromise a significantly large area of the viewable GUI to the detriment of the playing experience. Some older players may have become accustomed to them, but new players tend to see this as a distraction or even a negative experience; especially if some tests require the tabs not to be closed to track progression. Or the daunting reminder that all those tests need to be completed but the burden of the tabs just never go away. Imagine playing 400 plus days of a Tale with that monkey on your back.

It is suggested: That the GUI will introduce only ONE tab labeled “TESTS” in addition to the Items and skills tabs. The reduction of so many tabs to just one tab will be seen as:

1. A cleaner expanded playing area 2. The sensible efficient use of space, and 3. A true enhancement to the game experience.

Upon clicking on such tab labeled TESTS, an alphabetized menu of all the tests will be displayed. The name of the test would be “clickable” upon hovering by the mouse like a hyperlink… once clicked, a popup menu will display the appropriate information and the relevant progress made by the player. This feature is already in use every time the player types the command “/info” a popup box displays the data queried. If the player has reached or obtained the required tasks or demands, the popup would indicate it in a dialogue like “ You have completed this test, you are on your way to assist Egypt in becoming a stronger society” or something related to it… If the scheme of making bold the items completed or subdued in the actual name of the test, that may also aid in the identification of completed tests for the user.

Where as: Currently the skills tab displays the skills and their level. No mention is made as what the actual skills represent. For a noob, Dexterity or focus is either Greek or Chinese to them. These words are not relevant to the game experience when taken at face value.

It is suggested in the interest of providing relevant useful information related to the skills.

That: immediately following the name of the skill, a brief description indicating the benefit gained by the increase of such skill would be introduced. Ie. Perception (Increased gathering) or some word appropriate for the skill this way the user would at least be in the ballpark and not in the dark as to the value of the skill. This becomes relevant when drinking from aqueducts. When consuming food or herbs. Similarly once the skills tab is created at level one; all the possible game skills should be displayed but in a subdued fashion and bold once achieved. Also if the skills remain alphabetized but could display the university or school needed to obtain it. Or they could be separated by the relevant school or university offering them.

New ATITD Game feature: MONUMENT GUILD at level 1

Once a player has reached level one; the player should be given the choice to pursue 3 main disciplines and 4 secondary disciplines… a menu indicating a brief description of the 7 disciplines would come up with an option to choose 3 of the seven disciplines to be the main ones and the rest to be secondary. An option would also exist to remind the player on the next level. When a player completes 2 tests in any secondary discipline; that discipline becomes an additional main discipline. If a player were determined to pass all 49 tests this would allow it. At the completion of any additional level if a player has not made any choice, the original menu would come up to allow for the selection.

The idea behind this new feature is to serve as a tool for player clustering, socializing, and networking and also for the planning of the appropriate end game mechanics. The way it would work is this: When an appropriate number of players (The number could be 30 or 40 or whatever) have successfully made their choice and add up to the number which would act as a trigger for an event, the event would be the opening of a new tab with the word or labeled as one of the seven disciplines… BODY, ART etc. all the players would instantly become members of the monument to the individual discipline “GUILD”, and any subsequent player that chooses that discipline as a main discipline would be automatically enrolled.

This would require the creation of by the E-Genesis team of a cluster of seven game assigned super mega guilds each guild would have a motif associated with the relevant discipline and all the guilds would be distinctly colored and facing a court with a statue of some Egyptian deity or an adequate art piece. Membership would be either unlimited or an estimated 2k players each max.

This would aid in the planning and communicating of resources and could provide a Tale long social network tool. Membership could be requested by adding a line in the special menu and by visiting the guilds themselves. “Join Monument of Body discipline guild at Egypt 0,0” “Resign from Monument of Body discipline guild at Egypt 0,0”… Membership to these guilds need not be displayed or shown in player info as all players are expected to belong to all or at least to some of them.

The geographical location of the guild cluster would be COORDINATES:

Egypt 0,0

And the close whereabouts…

This feature creates a link between the beginning of the Tale and the endgame mechanics involving monument creation, it makes the daunting task of coordination and collaboration much more manageable. And in-game moderators and leaders could instantly mobilize player base for a particular event. New ATITD Game feature: GUILD MASTER

Currently any avatar making a guild becomes and elder in that guild and has the option to promote members to such position.

The change would be that the avatar or player, who actually provides the materials needed in the creation of the guildhall itself. Shall henceforth be referred to as the Guild Master for that specific guild. This new nomenclature aids in the distinction among all elders or players who would subsequently be promoted to such rank. Collective removal of a player who is a guild master but has by some action been deemed unfit for the guild, is an action reserved to the powers of the Demi-Pharaoh who upon a fair hearing of all the evidence in the case will demote if need be, such player to the rank of elder and a player selected elder would become guild master. Possible Game Master intervention would be required when and if this event were to happen, to ensure the titles are adequately exchanged. This feature is also intended to aid in the newly introduced DPA law as it refers to guild owned property.

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