Talk:Wiki to-do

Challenge Values
Scaling value 1.68. SporksAreGoodForYou (talk) 23:30, 21 February 2015 (UTC)
 * 50 = 84
 * 100 = 168
 * 150 = 251 (technical 252 but rounding)
 * 200 = 334 (technically 336)
 * etc


 * 50 is actually 84. From what I could tell, if you divide the difficulty with the stat (84/50) you get a value close to 1,7. There seems to be a consistency with these values. I'll add up more tomorrow when I play some more! :) S3Ld0m (talk) 23:44, 21 February 2015 (UTC)
 * I just went and fiddled my stats to check, and you're right. 1.68 scaling, close enough. 50 = 84. It also rounds, which confuses things. A stat of 334 covers a 200 challenge and 251 covers a 150. Not sure if we want to note that, or just leave it at the calculated values. But I bow to you, sir. (all of the checks in Saviour's Rocks are slightly off. Sorry). SporksAreGoodForYou (talk) 00:06, 22 February 2015 (UTC)

Missing
I was about to start plodding through these, but saw after a few that they're largely missing from the events files themselves. Is this more of a note to the developers, than a note for the wiki updates? Because if it's not in the source, we can't do much SporksAreGoodForYou (talk) 23:30, 21 February 2015 (UTC)
 * Indeed, these are more for the developers than ourselves. The text is missing from the game code so we can't do much about it. This table was meant for them as a "polish" fix, along with the missing images. Maybe I'll put a header saying that its for the developers! :P S3Ld0m (talk) 23:44, 21 February 2015 (UTC)

Officer storylines
Currently it's nigh-impossible to follow some of the officers' plots through the wiki. It would be extremely helpful to populate their "learning about" qualities with the actual text values when they are missing, and the "next step" values.

Less importantly, it would be nice to see a note on the page for each officer that indicates the results of their plotline; right now the ones that evolve tend to have that noted but the ones that eventually leave don't always (e.g. the sigil-ridden navigator).

21:24, 18 February 2015 (UTC) (Oops, that was me. Didn't realize I wasn't logged in.) 22:27, 18 February 2015 (UTC)


 * I agree that the text values are -- if you'll excuse the pun -- invaluable for players/users. What do you mean by "next step" values? -Sinegenere (talk) 21:51, 18 February 2015 (UTC)


 * I think he's saying that where the next step isn't available. Like, after I dine with the Brisk Campaigner, what comes next? (although that's a bad example, because we nailed it yesterday). It was the reason I started putting those synopses in, because it wasn't immediately obvious from the interactions alone for a lot of these guys. But, anonymous poster, have a look at, say, Irrepressible Cannoneer, or Genial Magician. SporksAreGoodForYou (talk) 21:55, 18 February 2015 (UTC)
 * Presumably whatever interaction that requires the level of Learning About that you have just gained? It's the "next step value" phrasing that's particularly puzzling me; Weregamer, could you clarify that? (You were logged in, by the way; I can see your username in the page history. Are you using four tildes to sign? Maybe a different number of tildes only puts the timestamp.) -Sinegenere (talk) 23:35, 18 February 2015 (UTC)

For example, how would one figure out the Irrepressible Cannoneer's whole storyline? While you can always tell what the next step is in-game, planning ahead is hard without better info. The interactions are strewn about, some on him from the Officers tab, some in locations. Learning_About:_the_Irrepressible_Cannoneer would be much more useful if the bottom had a table of values, and in the cases like Learning_About:_the_Haunted_Doctor where the text value is deliberately vague, further info. Something like

(And 5 tildes does the timestamp alone, sigh) Weregamer1 (talk) 23:52, 18 February 2015 (UTC)
 * Like the Satisfied Magician? SporksAreGoodForYou (talk) 23:54, 18 February 2015 (UTC)


 * Hello Weregamer1! What you say is true, the Officers and their respective qualities aren't finished and there's a reason for that - time! My current priorities are ports and story events. I could update the officers and their stories but I intend to do so after I'm done with the first two. SporksAreGoodForYou can now read the game code (I assume?) and it's not hard to see the quality values. I will update my page so it reflects that information. Everything will be added, rest assured! :) S3Ld0m (talk) 09:23, 19 February 2015 (UTC)


 * Sure can! Although I think you must have written a script which extracts and formats things. Or you're a savant. Because the speed you deploy this stuff is amazing! Anyway, compliments aside, I think Weregamer1 is asking less for us to finish all the literal actions available, and more to feature guides. Which I sort of agree with, across the board. While the wiki should definitely have all the actions exactly as they exist, clicking from event to value to event to value is very weird. (e.g. tomb colonists last tour - you click on the thing in venderbight which sets the tour value, which led to a dead end until I tweaked it last night). I think once we've got all the raw interactions down, it's going to be worth adding some english-style language to the wiki, like the Satisfied Magician or Sigil-Eaten Navigator which tells people, on one page, broadly what they need to do to complete a storylet, rather than having to click around hoping they're following the right chain. But I could be wrong, and I've already asked him to clarify. Even if that's not what he's after, it's what I think we should we do, because there's a big difference between having the raw data "correct" and having it be constructed usefully. On a sidenote, the search on this site is a bit weird - it never returns anything in tables when I search. So I end up traipsing through the game files to find interactions, only to discover they're already on the site. Wow, sorry, that got longSporksAreGoodForYou (talk) 10:59, 19 February 2015 (UTC)
 * I agree SporksAreGoodForYou, my main focus is to ensure that data is here. After that I can safely write in proper English since I have all the available information. That's my approach but other's might be different. Feel free to link stuff up. Indeed, the search mechanism on this site doesn't function properly. Sadly, content on tables are not displayed so you must dig deeper before considering creating new content. I liked what you did on the Last Tour. The only issue I see is duplication of data. But that only means more work so it's not a big deal. Got carried away too! :) S3Ld0m (talk) 11:08, 19 February 2015 (UTC)
 * You're absolutely right, of course, S3Ld0m. I didn't mean to sound negative (and hope you didn't think that). You're doing incredible work, and of course, the data needs to be in place before we can do much else!SporksAreGoodForYou (talk) 11:13, 19 February 2015 (UTC)
 * Not at all SporksAreGoodForYou, if anything I might be a little incisive sometimes! :) Thanks for the compliments but it all comes down to experience! I've been meddling with the game files for quite some time so I'm actually somewhat fast at reading the code. I've tried a few scripts in the past but came back to plain Notepad++ all the time. I find the scripts confusing! Anyway.. back to work! :) S3Ld0m (talk) 14:34, 19 February 2015 (UTC)
 * At times, the text values were already in the wiki pages, but got replaced by numbers. In such cases, it seems much wiser to simply keep the text values, which are already there and are user-friendly, rather than taking the extra step of replacing them with numbers -- especially when the associated quality page doesn't have a table corresponding numbers to text, as in the case of Learning About: the Irrepressible Cannoneer (whose storyline is currently impossible to follow due to having all the text replaced by numbers). -Sinegenere (talk) 16:07, 20 February 2015 (UTC)
 * It's actually an interesting conundrum. A lot of the time, the statuses have one description for a number of outcomes, so by using just the text values, it's not always apparent what the next steps are. e.g. the haunted doctor. Once you've got past wining and dining him, all it ever says is "the haunted doctor is different...", which means it's not entirely obvious when things should trigger. I feel like we should probably put both, if we can. If you want to flag problems in wikitodo under Officers or something, I'm slowly working through them all, and I'll clean them up when I've got all the interactions down. I've taken a slight detour to saviour's rocks, to try and make sense of that particular hellhole, with it's multiple branching events.SporksAreGoodForYou (talk) 16:27, 20 February 2015 (UTC)
 * Sure thing, but I'm not advocating just using the text values, I'm advocating using the text values instead of erasing them when we already have them recorded. -Sinegenere (talk) 16:35, 20 February 2015 (UTC)

Adam's Way
Sailing south past Adam's Way and passing the veils test stated that crew was set to 1 and hull to 1, yet instead of taking the player to port, you get a game over screen. ~Can someone confirm this? HeckobA
 * Game code seems fine SporksAreGoodForYou (talk) 01:37, 24 February 2015 (UTC)
 * Hm, only thing I can think of then is the game somehow registered my ship bumping after setting hull to 1. Weird. (Feel free to move/remove this conversation if it doesn't belong here) ~HeckobA (talk)
 * I just tried it for reelz (actually sailing off) and somehow passed the hearts test, and it was fine, so, yeah, I guess you bumped something? But it should just spit you to adam's way with 1 hull, nothing to crash into immediately. SporksAreGoodForYou (talk) 18:28, 24 February 2015 (UTC)