Suggestion:20080318 Wasteland Change 2.0

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20080318 Wasteland Change 2.0

Zach016 21:01, 18 March 2008 (UTC)

Suggestion type
Land Change

Suggestion scope
All Players In Malton

Suggestion description
This is for Malton only, not Monroeville

  • Two randomly selected Wastelands from each suburb, would be changed to be called a "Destroyed Building"
  • These Buildings would have a descrition as: "A Building that nearly burned to the ground during the initial chaos at the beginning of the outbreak. The remains of the walls are enough to keep you out of sight"
  • Whenever a survivor or zombie resides in one of these buildings, they will not show up on any other users view, unless that user is in that same building
  • Any user in one of these buildings cannot see the other players that reside behond that destroyed building
  • These buildings are not barricadable, ruinable, searchable, and you enter them just by moving onto its block.
  • You cannot free run from one of these new buildings.
  • Feeding Groans can be heard from inside

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.

Keep Votes

  1. Author - Meant to have this up a week ago...--Zach016 21:02, 18 March 2008 (UTC)
  2. Keep - Sure... why not--/~Rakuen~\Talk Domo.gif I Still Love Grim 21:07, 18 March 2008 (UTC)
  3. Keep - Previously voted kill, but this sounds ok. --  21:11, 18 March 2008 (UTC)
  4. Keep This looks interesting, for two reasons. One is that we aren't really using the wastelands for anything anyways, and the other is that it's not so extreme as to change all the wastelands, one or two is enough to warrant extra areas for any other layout change. Plus, we've had layout changes in the past. User:Jordan Salafack » JS talk contribs » 21:17, 18 March 2008 (UTC)
  5. Keep - Did I spell that right? It's been a while since I typed it. As Jordan Salafack. - Headshot Hal Talk 21:19, 18 March 2008 (UTC)
  6. Keep - me like--CorndogheroT-S-Z 21:26, 18 March 2008 (UTC)
  7. keep - I can't actually remember the last time I was in a wasteland... This would make them a lot more interesting. --KF 21:41, 18 March 2008 (UTC)
  8. Keep -Seems ok to me.--Airborne88Zzz1.JPGT|Z.Quiz|PSS 21:50, 18 March 2008 (UTC)
  9. Weak keep - I'd rather hide in a real building but I don't see why not.--Studoku 21:55, 18 March 2008 (UTC)
  10. Keep - sounds like fun? --M4dD mUdD 22:07, 18 March 2008 (UTC)
  11. Keep - I like it. --Heretic144 22:23, 18 March 2008 (UTC)
  12. Keep - Looks good to me. --Zombie in Pajamas 22:31, 18 March 2008 (UTC)
  13. Keep - Same balance impact the woods have in Monroeville. --People's Commissar Hagnat [cloned] [mod] 22:58, 18 March 2008 (UTC)
  14. Keep - Sounds good to me. It's basically your standard outside block, but with "inside" viewing mechanics --Gene Splicer 23:03, 18 March 2008 (UTC)
  15. Keep - Alright. --Private Mark 23:42, 18 March 2008 (UTC)
  16. Keep - It's like hiding, but not really. Serves the same function as a ruined building, almost. --  AHLGTG 23:45, 18 March 2008 (UTC)
  17. Keep - Minimal shelter, good for the EHB+2 suburbs. --FXI 00:04, 19 March 2008 (UTC)
  18. Keep - Now that I think about it, I seem to remember seeing a wasteland that specified it had a ruining building on it. --Hhal 00:51, 19 March 2008 (UTC)
  19. Keep - I like the idea of hiding a 100 member zombie horde in one of these. --FrozenFlame 03:05, 19 March 2008 (UTC)
  20. Keep- Nifty! Darth LumisT! A! E! SR 03:44, 19 March 2008 (UTC)
  21. Keep- Sounds cool.--Jamie Cantwell3 06:29, 19 March 2008 (UTC)
  22. Weak Keep - Similar to hiding in ruined buildings, so not really much point, but I don't see why not, and it would be interesting. I don't think you should be able to hear groans from inside, though. --Jasonjason 09:54, 19 March 2008 (UTC)
  23. keep works pretty much exactly as the woods in monroeville so i don't see why not? This would also open up the possibility of existing buildings being destroyed by fire etc to really push the apocalypse feel.--Honestmistake 14:48, 19 March 2008 (UTC)
  24. Keep - Tactically interesting, realistic. --Pgunn 16:45, 19 March 2008 (UTC)
  25. Weak Keep - makes sense i guess --Scotw 19:17, 19 March 2008 (UTC)
  26. Keep - Wasteland = Woods. Voting kill/spam is voting anti-kevan. --BoboTalkClown 22:24, 19 March 2008 (UTC)
  27. Keep - As so many above me. Acoustic Pie 23:28, 19 March 2008 (UTC)
  28. Because of what Axe Hack says. You see, UD is a strange, strange Zombie Apoc MMORPG. Death Cultists. Revive Clinics. Malton's a highly implausible and strange place, and it's high time we accept that fate. It's time we introduce zombie ninjas.--ShadowScope 23:40, 19 March 2008 (UTC)
  29. Keep Yeah, man. I want ruination. ----Secruss|Yak|Brahnz!|CGR|PKA|800px-Flag of the United States.svg.png|EMLN|Templates|RRF|RFTM|Crap|WHOZ|Evil3.gif|MU|GN|C2008|Chippy.gif|01:56, 21 March 2008 (UTC)
  30. Keep - that's a good idea. but there can be more than only 2 in each suburb. --RayHanley 04:41, 21 March 2008 (UTC)
  31. Keep - You know, zombies would just walk inside and maul you. --The Gecko PKer 14:44, 21 March 2008 (UTC)
  32. Keep - Zombie ninjas FTW! --Carnexhat 15:49, 21 March 2008 (UTC)
  33. Keep - Sounds fun, realistic and interesting. --Some1neelse 05:32, 24 March 2008 (UTC)
  34. Keep - I like it alot, adds flavor to it --Worthog117 13:18, 24 March 2008 (UTC)
  35. Keep - If survivor groups are foolish enough to fail to check two buildings in their suburbs, they don't deserve to continue surviving. --Howard Bentley 02:15, 25 March 2008 (UTC)
  36. Keep - It's all systems go on this one too. Creates useful diversity. ~AriedartinTalkA KS J abt all 17:56, 26 March 2008 (UTC)
  37. Hmmm - It's basically the woods from Monroeville. Although I like the flavor a bit, I'm not sure it's really needed. It could also lead to the ninja arguments down the road. I'm not hot over it, but I'm okay with it.--Kolechovski 20:27, 1 April 2008 (BST)

Kill Votes

  1. kill - "Whenever a survivor or zombie resides in one of these buildings, they will not show up on any other users view, unless that user is in that same building" = ninjas. --WanYao 21:42, 18 March 2008 (UTC)
    • Re: - The only thing I'll say right now is that ransacks provide the same service on a less permenant basis, not to mention under that defination every player goes ninga every time they enter a building--Zach016 22:23, 18 March 2008 (UTC)
  2. Kill - As Wan Yao.--Dr Doom86Phoenix2.gif T PSS 22:37, 18 March 2008 (UTC)
  3. Kill - Not a bad idea, but I do not want mega hordes hiding out in a wasteland space. Kill because it will make zombies overpowered.  Billy Club Thorton  T!  RR  04:40, 19 March 2008 (UTC)
  4. Weak Kill - It's great, but I prefer to keep that terrain limited to Monroeville, as little differences like that are what make it unique, new, and exciting. If/when Monroeville goes away I'd be all for putting this in Malton. --Ms.Panes 08:11, 20 March 2008 (UTC)
  5. Kill - So this basically just is an empty block with walls around it. So you're effectively conferring a (and arguably the most important?) benefit of a building - that one can't be seen from the street - onto wasteland? Wow. --LH779 13:12, 25 March 2008 (UTC)
  6. Kill - This isn't quite a dupe. Almost. It's still crap though. The last thing I want is to have to look through every damn wasteland to find my mark. --Vandurn 20:11, 25 March 2008 (UTC)
  7. Weak Kill - As it is now you could have a few hundred people/zeds hiding in one space; put a cap so that only the first ten or so get the "good hiding places" and the rest have to make do. --Shigogouhou 03:56, 30 March 2008 (BST)
  8. Kill - I like the woodland in Monroeville, but part of the reason it works well is that there are large areas of woods and it's hard to guess where someone will be. There just isn't enough space for that in Malton. It will also confuse newbies.--Explodey 12:50, 30 March 2008 (BST)

Spam/Dupe Votes

  1. spam - we already have ruins. --Funt Solo QT Scotland flag.JPG 09:41, 19 March 2008 (UTC)
  2. First, we have Splinter Cell, next we want Splinter Zed! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:53, 19 March 2008 (UTC)
  3. Spam - Gamebreakingly helpful for zombies... imagine The Dead in it's entirety hiding in one of these each day, then striking a key target the next. I can only think that if you reduce the number of these "Destroyed Buildings" majorly it might be fair. DS TlkDevW!+1 11:04, 20 March 2008 (UTC)
    Then look in the closest one every now and then, why are you killing zombies in the street past xp anyway? Doing that would bunch them together allowing scanners and shooters a very good spot to get xp, while it still means they would have to move to the "key target" to attack, which they would have to anyway. The only thing doind that would really do is make the game more interesting because you don't nessicary know if that suburb is really green, or red.--Zach016 16:12, 20 March 2008 (UTC)
  4. Spam - as above. plus, what do you think a wastland is? -- Jack S13 T! PC 15:36, 20 March 2008 (UTC)
    I don't know...what is a "wastland"? (I know, non-author re...but I just couldn't help it) - Headshot Hal Talk +1 Casting Call 16:02, 20 March 2008 (UTC)
    would be changed to be called a "Destroyed Building", im proposing a change to some wastelands, while leaving others as is.--Zach016 16:12, 20 March 2008 (UTC)
  5. Spam - As everyone else on this page with a modicum of common sense. -- Iscariot 19:04, 20 March 2008 (UTC)
  6. AHHH!! NINJAS!!!! --Vault 00:31, 31 March 2008 (BST)

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