Suggestions/14th-Feb-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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VOTING ENDS: 28th-Feb-2006

Punch

Dupe of Boxing and Martial Arts.--The General 08:31, 14 Feb 2006 (GMT)

I don't see how this is a dupe of Martial Arts for 2 reasons. 1). It isn't 80%, which was obviously rediculous being 80%, and 2). It is not a skill, just an improvement.--Shadow213 03:04, 15 Feb 2006 (GMT)
It still recieved about 5 Dupe votes and it was exactly the same thing just with a lower percentage. If you really believe that this is not a Dupe then I would be happy to disscus this further.--The General 16:54, 15 Feb 2006 (GMT)
Nah it's ok, if not dupe it would be spammed/killed anyways because of how useless it is currently. Lol I wished they had a better example of a dupe than the obviously rigged 80% one. Makes me feel stupid if I posted something with that high of a percentage -_- --Shadow213 19:55, 15 Feb 2006 (GMT)

Advanced Pistol/Shotgun Carrying

Timestamp: 06:01, 14 Feb 2006 (GMT)
Type: Weapon carrying
Scope: High-level humans
Description: This is actually two skills that are almost exactly the same, except for the item affected.

This would only be open to players of level 10+, and would come after Adv. Pistol/Shotgun Training. Pretty much, your character has become so skilled at moving large chunks of metal around, that unloaded guns only take up 1 inventory space instead of 2. I'm not sure if the game already can tell the difference between loaded and unloaded guns; I figure it does, but I'm not sure.

This would allow high-end players to be more flexible. Right now, even though high-level humans can do everything, they simply don't have enough inventory room. Now, they can carry loaded guns into battle, use all their ammo, and then search for FAKs, NT syringes, generators, or anything that they normally wouldn't have been able to carry without dropping their hard-to-find guns. I don't feel this is overpowered, because it only affects loaded guns, and a gun is as useless as a crucifix while it's unloaded. Also, partially-loaded guns still count as 2 weight.

The level limit may need to be upped, I'm not sure. Please post comments.

Votes

  1. Keep - Author vote. Leeksoup 06:05, 14 Feb 2006 (GMT)
  2. Keep If loaded it should count as two items: gun and ammo. If unloaded it should just count as a single item, the gun. I like the idea of it being a skill because it gives people something to work towards but I don't think it needs a minimum level. It's not like it makes someone much more militarily powerful because if they have ammunition on them it's the same as it currently is. I often find that sometimes I can't search for ammo because I have too many empty guns in my inventory and they're taking up all my space. It becomes annoying when I'm finding guns as I'm searching for ammo. Got to do something about that name though. Maybe "Soldier's Burden" or something like that. --Jon Pyre 06:18, 14 Feb 2006 (GMT)
  3. Keep - How about you just put it in the firearms tree, Avalible after you have basic firearms training? --Lord Evans W! 06:33, 14 Feb 2006 (GMT)
    • Comment Yeah, it should probably just be a military skill. I don't even think it needs prerequisites. --Jon Pyre 06:39, 14 Feb 2006 (GMT)
  4. Kill - I vote kill because the current system works fine given the power of firearms. Inventory management is part of a survivor's life. Bentley Foss 07:01, 14 Feb 2006 (GMT)
  5. Kill - What Bentley said. Plus I have always thought that it's ridiculous for a person to walk around with more than 3 shotguns, this would exacerbate the problem --CPQD 07:21, 14 Feb 2006 (GMT)
  6. Kill We already carry more guns than it is humanly possible. AllStarZ 09:41, 14 Feb 2006 (GMT)
  7. Kill While this would be useful, it is not realistic, and as Bentley Foss said, inventroy management is part of life --RAF Private Chineselegolas 09:52, 14 Feb 2006 (GMT)
  8. Kill - Survivors do not need an even larger payload. - KingRaptor 10:29, 14 Feb 2006 (GMT)
  9. Kill - Carrying 150 shotguns and 300 pistols like it is now is enough for anyone. (I made up those numbers. Sue me.) --Mookiemookie 12:30, 14 Feb 2006 (GMT)
  10. Kill- If you can't get by with twenty guns in your inventory, you're not trying hard enough. --Dickie Fux 13:28, 14 Feb 2006 (GMT)
  11. Kill - Screw that, DF. I fyou cant get by with 20 guns... you shouldnt be allowed to procreate lest your genetic material be allowed to survive -Jak Rhee 17:12, 14 Feb 2006 (GMT)
  12. Kill- This suggestion, in addition to being complicated, would also be useless. Why would I want to be able to carry an extra 20 empty guns? (Plus, I know this is not a sufficient reason for rejecting an idea, but I think the reason guns take up two slots is a coding issue, not a game balance issue). --Norcross 16:20, 14 Feb 2006 (GMT)
  13. Kill - I like having to figure out what my survivor should carry, and what he should leave behind. I don't think the current system needs adjustment. --Blahblahblah 17:25, 14 Feb 2006 (GMT)
  14. Kill -If you have that many guns empty drop them, you're not going to get them all full again anyway.--Vista 19:58, 14 Feb 2006 (GMT)
  15. Kill - This is overpowered for reasons stated. Also, those two inventory spaces aer used up by a gun because the game NEEDS one of them to see how many bullets are currently in the gun! It doesn't take up two spaces becuase the guns are so powerful, it takes up two spaces becuase it has to! --Volke 22:59, 14 Feb 2006 (GMT)
  16. Kill - Inventory management is part of a survivor's life, as Bentley said, and I consider that the amount of objects survivors can carry is already way too big. --Abi79 13:35, 15 Feb 2006 (GMT)
    • Tally 3 Keep, 13 Kill, 0 Spam - 19:18, 9 April 2006 (BST)

Scent Blood Improvement

Timestamp: 06:06, 14 Feb 2006 (GMT)
Type: Improvement
Scope: Scent Blood
Description: Right now Scent Blood and Diagnosis serve the same purpose and Diagnosis is a cross-over skill. There's no reason to get both if you have the Diagnosis already. Here's an idea to make Scent Blood have a tiny difference to give people that purchase Diagnosis a reason to have this skill too. When a zombie with Scent Trail sees the current location of a survivor that interacted with them if they have Scent Blood they also receive the survivors current health and if they are outdoors. So you'd not only know that the survivor that attacked you was 2 North 3 East but also that their health is 38 and if they are outside. It'd be a tiny addition on screen just add "at 38hp" if they're indoors and "at 38hp outdoors" if they're outside to the current message. It's a small change that zombies might be interested in, would give Scent Blood an additional ability, but while kind of nice to know isn't that powerful that it would give the zombie an unfair advantage. It makes sense that with the keen senses Scent Blood gives you'd be able to smell how injured the survivor is (how much they're bleeding) and whether they are outside or not (if the wind is more able to carry the scent of the blood to you) so it remains in flavor. You'd want to have both skills, Diagnosis for when you're a survivor and Scent Blood to improve the information Scent Trail gives you. I don't think it would cause server problems because I don't believe looking up health and whether someone is inside or outside is any more difficult than looking up their current location.

Votes

  1. Keep Author vote. It'd be nice to know and isn't overpowering. If the person attacks a zombie and can't find shelter it's their own fault. Also shouldn't cause server issues: it can already find their location, their health and whether they're indoors or outdoors isn't harder to look up than their location is and the game already keeps track of those variables. --Jon Pyre 06:08, 14 Feb 2006 (GMT)
  2. Kill - Exact HP seems a little to much but if it says wounded or not wounded I might like it, an you are changing scent trail not scent blood --Lord Evans W! 06:37, 14 Feb 2006 (GMT)
    • Re Technically scent blood is changing scent trail. I don't think exact HP is too big a deal, you'd still need to get through barricades to reach them most of the time and at that point you'd see them and know their health anyway. The most useful thing is knowing whether they got stranded outside or not. --Jon Pyre 06:42, 14 Feb 2006 (GMT)
  3. Kill - A bit over powered, wounded or not, yes. Below 25 hp or not yes. Inside or outside yes. I think that it would best be a new skill altogether, requiring both scent fear, scent blood, and scent trail all three. - --ramby Talk 06:58, 14 Feb 2006 (GMT)
  4. Kill - Kill but almost a keep. I'd be happy if it only told whether or not they were still wounded--I don't like the idea of getting their exact HP or telling you whether they're indoors or outdoors. Bentley Foss 07:04, 14 Feb 2006 (GMT)
  5. Keep - But it might be best if it just told whether they are wounded or not and whether they are indoors or outdoors.--The General 08:43, 14 Feb 2006 (GMT)
  6. Kill - Bit overpowered, but giving an aditional insentive is a good idea, but with it telling 'wounded' my vote would be keep --RAF Private Chineselegolas 09:56, 14 Feb 2006 (GMT)
  7. Kill I'm with the others on the overpowered bit, but I'm also with them on thinking that it sounds good if it tells you if they're outside and/or wounded.--Mookiemookie 12:28, 14 Feb 2006 (GMT)
  8. Neutral - Does any zombie really use the trailing feature now? Ever? Personally I think trailing needs to persist beyond death for it to be useful enough to consider extending. --John Ember 14:58, 14 Feb 2006 (GMT)
  9. Kill - Ditto Bentley on the wounded bit. How the devil would a zombie know exactly how much health a human has when they are not in front of them (and please don't say 'psychic connection')? Indoors & outdoors, I don't have a problem with - but I really don't care for the exact details of health being displayed. Personally I think the best alteration that could be made to Sent Blood would be being able to tell if a survivor is infected or not (so you know who you should bite when entering a cracked safehouse) --Blahblahblah 17:31, 14 Feb 2006 (GMT)
  10. Keep - --Kcold 18:49, 14 Feb 2006 (GMT)
  11. Kill - Resubmit as what the Gneeral said and you have my vote. MaulMachine 19:29, 14 Feb 2006 (GMT)
  12. Kill -Both are skills that cross over, if you want to make sure that zombies take Scent Blood simply remove the fact that diagnosis and Scent Blood cross over. If you'd feel that would be unfair to zombies you could even change the order Scent Blood and Scent fear are in the skill tree for compensation. but just adding on stuff in order to make a skill more popular doesn't do it for me, not all skills have to be kick ass.--Vista 19:55, 14 Feb 2006 (GMT)
  13. Kill Doesn't add much to the game, and isn't really believable. --McArrowni 20:50, 14 Feb 2006 (GMT)Actually, it's more than I thought, but at that point it really should be a separate skill --McArrowni 03:44, 15 Feb 2006 (GMT)
  14. Kill A zombie doesn't usually know the HP of survivors indoors, so this seems to be giving them two pieces of information they'd normally have to work for. Plus, how does the zombie distinguish between a weak survivor indoors (lots of blood, but less air) from a stronger survivor outdoors (less blood, more air)? Maybe if the skills shows "You detect a strong scent in the xxx direction", which means either strong & outdoors, or weak & indoors, I'd consider a keep vote. --Ralav 00:04, 15 Feb 2006 (GMT)
    • Tally 3 Keep, 10 Kill, 0 Spam - 19:17, 9 April 2006 (BST)