Suggestion:20080925 Barricade Instability

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20080925 Barricade Instability

Blake Firedancer T E RNL? P.I.S.I.T. 05:07, 25 September 2008 (BST)

Suggestion type
Improvement

Suggestion scope
All UD players

Suggestion description
After spending countless AP over my UD life barricading buildings to prevent being eaten, I can't help but notice that a lot of the materials used in this barricading process would be rather wobbly when put together, as the act of barricading would suggest.

The more objects one would place in this manner, the more unstable the barricade would become.

Thus, I suggest that for barricades at Heavily Barricaded or above, a successful attack against them would have a 10% chance of taking down two levels of barricade instead of the usual one. The additional level may bring the barricade below HeB, but once at VSB2+ or lower, the bonus no longer applies.

This is limited to HeB+ barricades as anything else would (in my opinion) be too much of a barricade nerf, and seriously imbalance the game to the zombies. A VSB2+ barricade cannot hold out for very long against a relatively small horde of zombies, unless it is populated.

This change also helps new characters somewhat, as it helps low-level survivors break into non-entry points along free running routes, and new zombies can get XP faster by attacking these points as well.

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's Keep --Blake Firedancer T E RNL? P.I.S.I.T. 05:12, 25 September 2008 (BST)
  2. Keep - This would help zambahz deal with those horrid EHB barricades of doom... and ameliorate Fiddler's Green Syndrome somewhat. --WanYao 06:52, 25 September 2008 (BST)
  3. Reluctant Keep/Change - 10% at HB and above seems a bit much. If you either dropped the rate or changed it to only work on VHB and above, I would be all for it.--William Told 08:26, 25 September 2008 (BST)
  4. Keep - I like it. --Papa Moloch 10:45, 25 September 2008 (BST)
    Keep - A little realism i guess, me likes  HeroSV Is From The Moors No time-stamp: struck. --Funt Solo QT Scotland flag.JPG 16:53, 25 September 2008 (BST)
  5. Keep - I like it not only as a zombie player, but as a survivor its really difficult to deal with overcading, you spend all your ap decading and still can't get it toVSB. So a little help wouldn't hurt. --Jelly Otter 16:57, 25 September 2008 (BST)
  6. Keep - I like it. Helps not only zombies, but with decading as a survivor. --JaredV 12:16, 26 September 2008 (BST)
  7. Keep - No. I perfer long and boring battles, because fun sucks. --BoboTalkClown 22:13, 27 September 2008 (BST)
    Keep - Pee pee vagina. --Sonny Corleone DORIS MSD pr0n 23:04, 7 October 2008 (BST)
    Note - Inane vote struck. --  AHLGTG 00:33, 8 October 2008 (BST)


Kill Votes

  1. Kill - I personally do not see the need for this. The last thing I want as a change to UD, personally, is more nerfing of barricades. I liked the days when battles were huge and went for ages, and I liked those days from the perspective of both the humans and zombies. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 08:28, 25 September 2008 (BST)
  2. The truth of the matter is that messing with barricade AP really throws game balance into a doozy. You are decreasing the amount of AP needed to take Barricades down to Zero. For me to turn this into a Keep, you are going to have to counter the lower Precentage for taking down EHB+ and higher buildings with higher Precentage for taking down VSB and lower barricades...and I can't find a really good reason for arguing for that being 'plausible'. And does Kevan modify Barricade Hit Rates, as a way of manlipuating the Z-H ratio? If so, then auto-spam.--ShadowScope'the true enemy' 15:28, 25 September 2008 (BST)
  3. Kill - A bit overbalancing for zombies...once you multiply this by a billion you could see a real shift in game balance.--Jiangyingzi 17:50, 25 September 2008 (BST)
  4. Kill - Per above. --Idly Hummingbird 04:52, 26 September 2008 (BST)
  5. Kill - If you made it cost 4ap to open a door to offset the change i'd go it, otherwise it alters balance in a field that imho doesn't need altering. realism ftl.--xoxo 08:00, 26 September 2008 (BST)
  6. Kill - Per everyone else. Messing with barricades throws up a lot of balance questions. Linkthewindow 14:21, 26 September 2008 (BST)
  7. Kill - I agree, we need to kill and bury this. Can you imagine, in theory, one in ten hits will serverly harm the barricades. It would be possible for one Zed to bring the whole thing crashing down. --Alex1guy 09:52, 27 September 2008 (PAC)
  8. Kill - No barricade nerfs, please. Completely unneeded, completely unbalanced. --Private Mark 00:42, 27 September 2008 (BST)
  9. weak Kill - I don't really see the need for this... weird, eh? --Jasonjason 05:56, 27 September 2008 (BST)
  10. Kill - Totally unbalanced. A horde of zombies could drop a whole mess of buildings in a matter of minutes and the only way survivors would be able to defend would be to always have someone logged in maintaining the cades.--SirArgo Talk 00:39, 28 September 2008 (BST)
  11. You DO realize there is ALREADY a penalty for barricading over VS, right? Barricading over VS is NOT an automatic thing. There is a chance of failure with each attempt.--Pesatyel 04:35, 29 September 2008 (BST)
    Yes, but that's just for putting it up. Once it's up, it's a pain in the butt, rotting or not. --Blake Firedancer T E RNL? P.I.S.I.T. 02:31, 30 September 2008 (BST)
    Kill - Just get your metagame on. --Idly Hummingbird 16:49, 4 October 2008 (BST)
    Double vote struck. --  AHLGTG 00:33, 8 October 2008 (BST)
  12. Kill - At the moment the game balance seems pretty good. Maybe if survivors were dominating Malton then I might go for this. But alas, they're not.--Nallan (Talk) 05:03, 5 October 2008 (BST)


Spam/Dupe Votes

  1. Spam - you haven't provided any good reason for doing this, as even the role-play reasoning of wobbly is weak. Your strongest reason (won't somebody please think of the newbs!) is just cover for weakening 'cades for zombies. As it is, smart ferals form into smaller mobs, and a single zombie can take down and invade a VSB entry point in one 50AP day, no problem at all - and if they find bounty, their groan soon attracts their brethren. The larger hordes take down EHB locations, usually focusing on wrecking entire 'burbs with their meta-gaming organization, for which the survivors have never found a good counter beyond river tactics (partly because any smart zombie horde will first weaken the defenses via survivor infiltration, so the whole game's a bogie, anyway). Summary: why speed up an inevitable process? --Funt Solo QT Scotland flag.JPG 17:03, 25 September 2008 (BST)
  2. Spam - I agree with Funt solo, you have not provide a very good reason why you should do this. --Michaleson CAPD 17:55, 25 September 2008 (BST)
  3. 'Spam - this would be great if all zombies were Feral... they're not which i am afraid makes this Survivor killing SPAM!!!--Honestmistake 19:40, 26 September 2008 (BST)
  4. Spam As above, plus, why fix what ain't brocken?--Oldharry101 time stamp: 20:19, 26th september 2008 (gmt)
  5. Spam - No, no, no, no, no, no, no, no. As above for justification. Are you really serious?  Billy Club Thorton  T!  RR  22:29, 26 September 2008 (BST)
  6. As so many above me. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 20:02, 29 September 2008 (BST)
  7. Spam - If only because it's been a long time.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 02:56, 30 September 2008 (BST)
  8. Spam - The thing is, this would be game breaking. Even a single, maxed-out zombie would get huge benefits from this. Maxed zombies can usually take cades from EHB to light. This would allow a single one to bring down the cades completely. Every hit-rate maxed-out zombie would be able to enter the doors in one go. This would have a huge effect, and it would give zombies tremendous power, and they don't need any of that right now.--Kolechovski 19:56, 30 September 2008 (BST)
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