Developing Suggestions

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list


Suggestions

Retrieve ammunition from firearms

Timestamp: Treviabot92 (talk) 02:41, 16 August 2020 (UTC)
Type: Game mechanics
Scope: Not zombies. IIRC, they can't search to begin with.
Pre-Description Notes: I want to say that it's been about nine years, likely more, since I was last on this site, and likewise on Urban Dead proper. If anyone remembers me from back then, they probably aren't very fond memories, as I was an incredibly spastic little shit back then. Being on the autism spectrum definitely didn't help my understanding of the do's and do-not's of social behavior on this site, and I can't but cringe at the behavior I exhibited back then.

As it is, the suggestions system that I basically grew up with, and shat on, is dead, and it leaves me feeling like I missed out on a lot, even though Kevan rarely implemented wiki suggestions in his updates. Nevertheless, as suggestions can still be made (if only for discussion's sake), I figured I'd try and make one and see who's alive, who responds, and with what. And being as I want to be involved in game design sometime in my future, it's probably best that I suggest something that would actually improve this game as it is now.

Description: So, you're sitting at 90% encumberance or higher. You search a building that can proc guns. You already have your selection of guns in your inventory, so you're not interested in one more gun to add to the collection. But you proc a shotgun. Now, with the search mechanics being what they are, when you find the shotgun, it has two shells loaded in it. The problem is, all the shotguns you have on you besides that one have only the one shell each, and you came there to get shotgun shells. On top of that, with the game the way it is, in order to get that 6% encumberance back, you have to drop one of your partially-loaded shotguns.

What if instead, you could extract the ammunition one at a time from existing guns, and then drop the empties? Just pull the shotgun shell out of one of your partials, spending an AP to do so, then spend another AP to put that extracted shell into another of your partials.

Now, the suggestion title is "retrieve ammunition," which implies pistols as well as shotguns. Well, to balance this out for pistols, I would still suggest one AP per round. After all, there are no individual pistol cartridges, only clips of six rounds. Sure, in real life, you could probably press a rod in the cylinder, or else slap the gun itself, to get the rounds loose, but I'm trying to suggest a balanced way to basically guarantee a pistol clip in your inventory. For the shotgun, I believe it's already balanced, since it takes zero AP to drop a shotgun and one AP to load a single shell. Likewise, it would take one AP to have some percent chance of finding a single shell. For the pistol, it would take six AP to extract rounds to make a single clip.

If one accounts for unloading, reloading, and firing a single shotgun shell, that's 10 damage/3 AP, which is about 3.333 damage per AP. Without an ammo extraction mechanic, reloading and firing a single shotgun shell is 10 damage/2 AP, which is 5 damage per AP.

For pistols, unloading, reloading, and firing a whole six round clip takes 13 AP. Dividing the pistol's total potential 30 damage by that 13 AP is about 2.308 damage per AP. Without the mechanic, 30 damage for 7 AP is about 4.286 damage per AP.

The proposed mechanic would make pistols just over 69% as efficient (nice) as shotguns, whereas they are currently just under 86% as efficient without the mechanic. That is about a 16.5% drop in efficiency, admittedly, but the objective here was more to give people something to consider as far as how they play the game. Besides, nothing would be stopping players from playing as if the mechanic didn't exist, so this would be an optional mechanic to use, and a very minor one at that.

Thoughts?

Post-Description Notes: After looking through some of the suggestions from way the fuck back when (which means I now see I haven't changed much in that department), I came across Redistribute Ammunition, suggested late November of 2005. I suppose functionally this suggestion I proposed here would be similar to that, but then Redistribute Ammunition, as suggested back then, would not only be a fucking mess to code, but would also be horribly unbalanced. 1 AP to take all existing rounds in every pistol and rearrange how they're loaded, so 2, 3, 4, and 5 becomes 6, 6, 1, and 0? Whoever suggested that monstrosity is honestly quite disgusting, and I say this as someone who would directly benefit. My suggestion here, by comparison, is six AP to extract the unfired cartridges from partially-loaded pistols and place them into a moon clip, then one AP to load that moon clip into an empty pistol. Playing with the mechanic I suggest here, while it helps with what is objectively an obsession of mine, would be detrimental to my combat effectiveness.
Post-Description Timestamp: Treviabot92 (talk) 15:13, 4 September 2020 (UTC)

Discussion (Retrieve ammunition from firearms)

I would definitely vote on this over the internet. --Emot-siren.gif LABIA on the INTERNET Emot-siren.gif Dunell Hills Corpseman The Malton Globetrotters#24 - You rated this wiki '1'! Great job, go hog wild!|||||||||||||||||||||||||||||||||| TMG 09:36, 17 August 2020 (UTC)


Fortnite Dance Moves

Timestamp: THE CENTRAL SCRUTINIZER 01:48, 7 October 2018 (UTC)
Type: Flavour
Scope: Survivors/PKers (probably)
Description: In line with my Urban Dead Go and AP Micropayments suggestions, I endeavour to keep UD updated to the times with some dance moves, stolen straight from megahit Fortnight.

In line with the latest favourite dance moves from the game, I think we should add the famous "Floss", "Orange Justice", "Electro Shuffle", and of course, "Take the L".

More dance moves to be added over time, possibly as part of some "season" addition to Urban Dead (season suggestion pending).

Thoughts?

Discussion (Fortnite Dance Moves)

Of course, the main barriers to this excellent suggestion are 1) copyright infringement and 2) the fact that dance is already possible in the game for the undead. Bob Moncrief EBDW! 12:19, 7 October 2018 (UTC)

All dancing should be via Flailing Gesture as God and His Prophet intended. ᚱᛖᚢᛖᚾᚨᚾ You rated this wiki '1'! Great job, go hog wild!|||||||||||||||||||||||||||||||||| 05:54, 20 October 2018 (UTC)


Infinity Gauntlet

Timestamp: THE CENTRAL SCRUTINIZER 01:45, 7 October 2018 (UTC)
Type: Item
Scope: All survivors of Malton
Description: I propose an addition of some new items to the game, an "Infinity Gauntlet" (Or as I like to call it, the "Thanos Glove"), and 6 individual "Infinity Stones".

All these items will be scattered randomly throughout Malton.

Having the Thanos Glove in your inventory will allow you to collect the Infinity Stones if you come across them. Even though any player can collect an Infinity Stone, only the player with the Thanos Glove can utilise the advantage a Stone gives you. You have an additional max health of 50hp per infinity stone in your inventory when couple with the Infinity Glove.

Players with an Infinity Stone in their inventory will have a small (S) icon next to their name and HP, when in the same block as other players.

When a player has the Infinity Stone and dies, the stone(s) that were in their inventory will be redistributed randomly throughout Malton. If you kill someone with the Thanos Glove, you take the glove from them and it becomes yours.

What happens when you finally get all 6 stones?

Well doi, a button appears named "Click Fingers", and once you click it, half the Survivors in Malton die.

Great way for death cultists to balance the game in the favour of Zombies.

Thoughts please.

Discussion (Infinity Gauntlet)

+1 -- SomethingSomething.gif 06:37, 7 October 2018 (UTC)

Of course, the main barriers to this excellent suggestion are 1) copyright infringement and 2) idling out — if there are only, say, two gloves in Malton, if all five of those characters idle out, then the mechanic is effectively removed from the game. Unless I'm misunderstanding the frequency at which the gloves/stones would appear? Bob Moncrief EBDW! 12:20, 7 October 2018 (UTC)

That's a good point. I intended for only one Gauntlet, and one of each stone, to be in Malton at any one time. Let's say for sake of argument that if a character had one of these items and then idled out, those items would be randomly redistributed throughout Malton again. THE CENTRAL SCRUTINIZER 11:25, 8 October 2018 (UTC)

Two three questions necessary to fill out these mechanics of this suggestion:

  1. How does one find these items? Just searching randomly in any building? Any block? Inside or outside?
  2. How many AP does it cost to Click Fingers?
  3. Is Click Fingers spammable repeatable or is it more of a one-time thing?

ᚱᛖᚢᛖᚾᚨᚾ You rated this wiki '1'! Great job, go hog wild!|||||||||||||||||||||||||||||||||| 05:51, 20 October 2018 (UTC)

Also, denying zombies both access to the glove and the ability to be affected by it is CLASSIC survivor-centric bias. I move that the glove should be zombie only and that every zombie with Brain Rot should automatically have one. ᚱᛖᚢᛖᚾᚨᚾ You rated this wiki '1'! Great job, go hog wild!|||||||||||||||||||||||||||||||||| 05:58, 20 October 2018 (UTC)
That's a really fair point. Zombies can wear the Thanos Glove too, and can obtain stones similarly. However, since they lack the search function, they can only get it by killing a survivor/zombie that has stone. This enables them to have a critically different experience than the survivors, who can only obtain stones by search and not killing. Zombies with a stone also appear completely normal to other players. They only have the (S) appear by their name if they get jabbed by a DNA extractor. DANCEDANCEREVOLUTION 05:19, 31 July 2019 (UTC)
The sheer power of the Thanos Glove on mere humans is evident by its catastrophic AP (50) and HP (50) cost. So it's not guaranteed to kill the snapper outright, but might. Thoughts? DANCEDANCEREVOLUTION 05:22, 31 July 2019 (UTC)

Suggestions up for voting

The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.

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