Suggestion:20080711 Door Bashing

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20080711 Door Bashing

Cheese 21:04, 11 July 2008 (BST)

Suggestion type
Instinctive Ability

Suggestion scope
Zombies without Memories of Life

Suggestion description
This is part two in my series of suggestions to make the game fairer for zombies. I've already had a go at altering barricade hit rates, so now I move on to the ultimate survivor defence of the locked door. For new zombies, this is the most frustrating thing about playing as a new zombie. You can't get anything to eat unless you follow a horde. This suggestion aims to change that.

I propose that after the barricades have been removed, the door can be attacked. In order to make it worthwhile to zombies and not so overpowering that it'll leave the doors no better than paper, I've worked it all out on paper and here's the maths behind it.

  • Without any zombie skills (i.e newly dead survivor) chance to ram door open - 10%
    • AP to open door - 10AP
    • AP to open door with that of destroying barricades from EHB+2 - 162AP (152AP + 10AP)
    • AP to open door with that of destroying barricades from VSB+2 - 90AP (80AP + 10AP)
  • With Vigor Mortis (i.e new zombie player) chance to ram door open - 20%
    • AP to open door - 5AP
    • AP to open door with that of destroying barricades from EHB+2 - 114AP (109AP + 5AP)
    • AP to open door with that of destroying barricades from VSB+2 - 63AP (58AP + 5AP)
  • With Death Grip + Vigor Mortis (assuming the zombie has not bought Memories of Life) chance to ram door open - 25%
    • AP to open door - 4AP
    • AP to open door with that of destroying barricades from EHB+2 - 80AP (76AP + 4AP)
    • AP to open door with that of destroying barricades from VSB+2 - 44AP (40AP + 4AP)

As you can see, this doesn't nerf Memories of Life as it is still a very, very useful skill and will save a lot of AP in the long run and most importantly gives new zombie a much needed boost.

Right, onto the actual ability itself. After the barricades are all gone, the zombie can then target the door and ram it. Simple as that. Doors will act as one level of barricading and have various messages depending on whether you hit successfully or not.

  • Successful hit:
    • You ram into the door, it bursts open allowing you entry.
  • Glancing hit (creaking):
    • You ram into the door, it creaks on its hinges but stays shut.
  • Unsuccessful hit:
    • You charge at the door, but it stays shut.

On the survivor side, you would be able to see if a zombie successfully rammed the doors open similar to stripping away the last of the barricades. And the doors can be shut again for 1AP. This ramming does not destroy or damage the doors. Just opens them.

After the door is open, you'll still need to walk into the building for 1AP. Even after buying Memories of life, a zombie could still use this ability if they so wanted.

All in all, this suggestion intends to make it a bit easier for that level 2 zombie that's just found himself a powered Loosely Barricaded building and has no friends to let him in as well as actually making survivors have to do something for a change rather than just sitting and waiting to die.

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 Vote - Plus playing as a newbie zombie is the most boring experience I have ever had. -- Cheese 21:06, 11 July 2008 (BST)
  2. Keep-playing as a zombie in monroeville, and doors have become the bane of my existance. it's always good to help new players. --Themonkeyman11 21:12, 11 July 2008 (BST)
  3. Keep - Sounds good. The ten percentage thing could be increased by a bit, but it's fine. Glenstone 21:28, 11 July 2008 (BST)
  4. Keep - Knock knock. Who's there? A zombie. --Sir Bob Fortune RR 22:30, 11 July 2008 (BST)
  5. Keep - Crack 'er open and watch 'em flee! Muhahaha! Also as Themonkeyman11 --Blake Firedancer T E RNL? P.I.S.I.T. 23:31, 11 July 2008 (BST)
  6. Keep - Reasonable and balanced. --Themanwhocares4 01:31, 12 July 2008 (BST)
  7. Keep/Change - I'd prefer if it was the same chance as hitting a barricade. The percentages would be pretty close to this (12.5, 17.5, 25), and it would be simpler than having separate percentages just for this. --Midianian|T|T:S|C:RCS| 02:00, 12 July 2008 (BST)
  8. Keep- Gawd, not being able to open doors sucks. --Neuromanc3r U! 02:16, 12 July 2008 (BST)
  9. Keep - A logical suggestion.  Billy Club Thorton  T!  RR  02:26, 12 July 2008 (BST)
  10. Keep - As a past zombie, it would be very beneficial for new players to have this zombie buff, and it wouldn't affect older players, so what could go wrong? DanceDanceRevolution 06:08, 12 July 2008 (BST)
  11. Keep I seriously hope that this passes because it's the stupidest fucking thing that a zombie can take down a ridiculous amount of barricades but is stopped by a door. I also like how the AP cost is so high you are better off buying MoL, but that you can still eat without it. --The Malton Globetrotters #99 DCC SNACK STRONG 06:22, 12 July 2008 (BST)
  12. Keep - I like it.--'BPTmz 06:59, 12 July 2008 (BST)
  13. Keep - Great idea! Makes total sense and is not overpowered. It would be cool if survivors inside got a message whenever the door creaked as well as when it is succesfully ba\rged open. Would give warning and add tension - Zig13 - 12/07/2008 at 08:56(BST)
  14. Keep - Did I hear PGunn correctly? Zombies bashing doors down is not genre appropriate? There are few things that could be more genre appropriate, and it's high time something like this got added.--Jiangyingzi 10:47, 12 July 2008 (BST)
  15. Keep/Change -It would be better if the zombie automatically goes in if the door ramming is successful. It sounds more natural (forward force dominating over door -> forward force to put you inside), and in case the door already got opened by other zeds while you are ramming it, doesn't waste an IP hit in the process. --Aeon17x 11:06, 12 July 2008 (BST)
  16. Keep - Reduce the nerf for newbie zeds! --BoboTalkClown 16:50, 12 July 2008 (BST)
  17. Keep - A step in the right direction, although I would prefer if the door was destroyed and it took a set amount of AP over 1 for survivors to replace the door.--Karekmaps?! 16:59, 12 July 2008 (BST)
  18. Keep - Sounds nice. --Tansiv 22:48, 12 July 2008 (BST)
  19. Keep/Change - Monroeville has shown us how irritating super-durable-adamantium doors can be. Still, I'd appreciate it if the doors could be destroyed. Closing the door after a zombie may seem polite, but it's awfully rude for the next body in line. ~AriedartinTalkA KS J abt all 02:30, 13 July 2008 (BST)
  20. Keep - Anything that helps new zombies is fine in my book.--drawde DORISRRRRFRI! 16:02, 13 July 2008 (BST)
  21. Keep - Yes! Lets help the new zombies!--Jamie Cantwel3 TalkAll glory to the Hypnotoad! 22:33, 13 July 2008 (BST)
  22. Keep reluctantly i vote keep. I agree with Midianian (i think it was) who said that it should have the same percentages as barricades. --Irounds 01:08, 14 July 2008 (BST)
  23. Just goin' with most of the crowd... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 19:23, 14 July 2008 (BST)
  24. Keep Does this affect zombies that can open doors? cause I quite like being able to open doors. If it doesn't then it's a keep.--Disc10 20:59, 14 July 2008 (BST)
    It won't. When you get Memories of Life you can still Ram the door if you want but it's much more economical to open it as usual. This just let's newbies attempt to get some food before they get the skill. -- Cheese 21:07, 14 July 2008 (BST)
    Then it's a keep from me!--Disc10 21:30, 14 July 2008 (BST)
  25. Fuck yeah! / Change - Just make it the same as attacking the cades, as per Midiwhatever. And in response to Techerciser below, doors are no defence. In fact, if you're Hiding In Plain Sight, closing the doors is the worst thing you can do. Meanwhile, if you expect a closed door to protect you after the 'cades come down, you're either crazy or just plain dumb. However, for those who don't have MoL, this is the most frustrating, pointless and totally fucking absurd part of being a bahbah zambah. And I am sure makes many a potential zambah alt player turn away from the game in frustration. Habb zah nahbahz! --WanYao 04:09, 15 July 2008 (BST)
  26. Keep - This is a good thing. --Ocular Druuuuu 01:11, 17 July 2008 (BST)
  27. Keep --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|19:55, 23 July 2008 (BST)
  28. Keep As a zombie myself, I approve of this suggestion! --Ishmael Davenwood 01:08, 25 July 2008 (BST)


Kill Votes

  1. Kill But only just. Make it a flat 10% and I'm yours. --RosslessnessWant a Location Image? 21:29, 11 July 2008 (BST)
  2. Kill - Not genre-appropriate. --Pgunn 04:50, 12 July 2008 (BST)
  3. Kill for many humans a closed door is often the last bastion of safety. There's a reason you need to join a Horde: In a population prepared for a zombie apocolypse, one single zombie is unlikly to cause any trouble. Once a survivor's barricades are down, they're vulnerable enough as is.-- Techercizer (Food) (TSoE) 06:48, 12 July 2008 (BST)
    Doors are the most annoying thing for a new zombie. Every building bar a church has them. If you've wasted a ton of AP to get those barricades down from Light just to find that a closed door stops you from getting in and feasting on the occupants, then it's really going to put you off playing a zombie isn't it? Plus as well, if this is a low level zombie chances are they'll not really do that much damage with the few AP they have left, just enough to give them that feeling of accomplishment that they managed to get some brains. -- Cheese 12:02, 12 July 2008 (BST)
  4. Kill Team effort is necessary for both sides. Yeah, doors suck for a level 1 zombie but that's why feeding groans lead them to food. A level 1 zed staring at a door isn't any worse off than a level 1 survivor hiding in a ruined building. --Jon Pyre 14:57, 14 July 2008 (BST)
  5. Kill - I see little reason for this, and besides that, it allows a newbie the ability to get into any building. Now if you give FreeRunning this kind of boost, where you can spend numerous AP to get indoors at an overcaded building, I'd accept this.--Kolechovski 18:59, 15 July 2008 (BST)
    Re - That would be a completely different suggestion and would basically be linking two unrelated ideas. Votes should be based on the merit of the suggestion as it is. Not on whether X should be implemented as well as Y. -- Cheese 22:09, 19 July 2008 (BST)
    Re - Well, that's kinda my point. I don't see this acceptable in its current form. It just seems overpowered to me without some kind of counter. Besides, what more help do newbie zombies need? Most buildings are EHB, which they can't break into anyhow. They'd basically follow the groans around to find food in the places where the doors have already been opened by the upper levels, unless they attack churches and junkyards instead (which they are given a note about at game start).--Kolechovski 22:51, 20 July 2008 (BST)
  6. Kill God no. I get frustrated trying to break into food bins with my zombies, too, but I also enjoy not dying with my survivors. This would make it too easy to break into a building. New zombies should just do what I did: Look for saps who got stuck outside and take advantage of the hard work of more experienced zombies. Besides, breaking a door in won't really do the new zombies much good, as they will most likely not have much AP left to do much inside. The only difference that would be made would be that the zeds surrounding them could move in on the meat. Also, it would be physically impossible to break a door in without damaging it structurally, rendering it useless. --William Told 2:24, 16 July 2008 (GMT-5)
  7. Kill - yeah, it's annoying but i agree with all the other kill voters (espesh rosslessness)--xoxo 12:40, 17 July 2008 (BST)
  8. Kill - Same as Rosslessness. Balance issue with level 1 survivor not getting same treatment. gabdewulf 15:54, 17 July 2008 (BST)
    Re: Newbie survivors actually have it pretty well off. They have many avenues of XP earnage that are reliable. Healing, DNA extracting, Attacking zombies, etc. Newbie zombies have one: eating survivors. But in order to get to survivors they have to spend an insane amount of AP to get the barricades down just to find that they are stopped by something as simple as a door. Why should zombie players be forced into metagaming and ZKing just to get XP while survivors can quite happily go it alone? -- Cheese 22:07, 19 July 2008 (BST)
    kill- it wouldn't give you a chance.User:splicers Timestampless vote struck. --Midianian|T|T:S|C:RCS| 21:30, 19 July 2008 (BST)
  9. kill- Hoard lif is necessary for baby zombies otherwise, they get headshot and whine about the ten ap they spent. As a zombie player and a human player, unecessary buff is unecessary. Completly nerfs MOL. Padfu-Zomfu 21:24, 19 July 2008 (BST)
    Re: If you look at the numbers it really doesn't nerf it that much. With this the lowest average AP to enter would be 4AP (3 to bash it open and 1 to enter) vs 1AP to open and enter with MOL. This rather makes it easier for newbie zombies to get XP so they can get skills and actually enjoy the game. That is the whole point behind my zombie suggestions right now. Playing as a new zombie is really, really becoming a challenge. -- Cheese 22:07, 19 July 2008 (BST)
    Re:re - It just now says I wasted 100 xp on my zombie player to unlock ransack, yes, make doors a new cade. MOL will never get bought except to be able to buy ransack. trust me, I wouldn't. There's no special upside that makes it nearly as useful as ransack. with their first hundred, people generally choose lurchin gait, another damage up skill, or MOL, and I like it where the newbs have to follow the older guys around or just bash cades down, they have to be prepared that once they get 100 xp, they might wanna buy it to actually kill other players. Single zombies die fairly quickly anyways. Unsigned RE struck  Billy Club Thorton  T!  RR  03:57, 25 July 2008 (BST)
  10. Kill - Just for balance reason. There's no need to make zed's unlife easier and "close door" and "length of pipe" are the only protection avaliable for new humans players. Bug MacLock 09:30, 20 July 2008 (BST)
  11. Kill - As above, because I don't want to get back into the multiple drama-wars about whether "survivors are weaker" or "zambahs are weaker". Zambahs have un-lived without removing doorz before, zambahs will continue to be unable to open doorz. --Private Mark 05:13, 21 July 2008 (BST)
  12. Kill - I play zombies in both Malton and Monroeville, and I have enough fun following groans and bashing at random barricades. No need to put this in. Idly Hummingbird 17:27, 23 July 2008 (BST)
  13. Kill - I know somwhere, behind that zombah, is a man sitting behind a keyboard deciding what the zambah should do. Door's get in your way? then go attack a building that doesn't HAVE doors. holy. and erm... complaining about moving and feeding with a horde? that's what zombies do!!! and that, is my reason for a kill vote. --Jack S13 T! PC 18:50, 25 July 2008 (BST)


Spam/Dupe Votes

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