Suggestions/17th-Jun-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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Switching Sides (revised)

Timestamp: 01:13, 17 June 2006 (BST)
Type: Improvement
Scope: Zombies and humans
Description: Starting an Urban Dead character can be quite hard at first, but with one starting skill you at least have a chance at leveling up. What about when you switch your character class? You have no skill to begin with (maybe fresh zombies have a couple of survivor skills, but doesn't give a lot of help) and collecting XP can be tricky. "You could always collect XP in one character class, change to another class and use your XP there." Think from the newbies side. It's quite possible that they don't have a 100 XP to spend when they switch sides. If the change was unwanted one, they might still want to try living on the other side.

My suggestion, with advice taken from other users: when a player switches side for the very first time, he/she is granted a reduced first skill cost of 50 XP. After gaining the skill, skill costs return to normal. In the event of the player's first revivification/death a message would be displayed, which would contain at least the following:

  • player has been revived/killed
  • player can continue his game as a survivor/zombie
  • first skill cost is reduced to 50 XP
  • after gaining the first skill, skill costs return to normal.

This would give newbies some incentive to explore the other side. Already existing player's skill trees could be checked: if they don't have skills for one side, the reduced skill cost would be given the next time they are revived/killed.

Votes

  1. Keep - Pull it off and revise taking into account the 150 xp cross-class skills! Also, NEVER post something based on my feedback without giving it a lot of thought. My feedback is often incomplete/not as good as it sounds :P Forgot about zombies being all civilians when revived... well I did say that my feedback isn't as good as it sounds :P--McArrowni 01:45, 17 June 2006 (BST)
  2. Kill - Too complicated for what it does. Remember kiddies, confusing /= good! --A Bothan Spy Mod WTF U! 04:24, 17 June 2006 (BST)
  3. Kill - the 150 cost skills would never be taken into account anyway, since the only way you can have a skill that costs 150 xp is by starting as a survivor. All starting zombies turn into civilians upon revivication... but i still don't like it. I don't like it because new zombies upon death would be able to purchase body building at 50xp without any intention of staying a survivor. --Gage 06:25, 17 June 2006 (BST)
    • Re - And you can't do the same now for 100 XP? --Nob666 10:57, 17 June 2006 (BST)
  4. Kill - I hate to be harsh, but it's supposed to be hard as a newbie. If you want to make it to the maxed out levels, you have to do it the hard way: by getting every XP point you can. Yes, it takes a while, but it's that much more rewarding when you have all the skills. –Bob Hammero TW!P! 07:20, 17 June 2006 (BST)
  5. Keep - I'll admit, I've got some reservations about this skill, but I'm sick of UD being a game that's hardest on the people that are newest to it. Yes, it is a relief when you get past those first few levels and the game stops griefing you, but I'd just as soon not be griefed at all, personally. --Jimbo Bob ASSU! 07:25, 17 June 2006 (BST)
  6. Keep - I have many reservations about the potential for this to be abused, that being said, I agree with Jimbo Bob's analysis of this situation. –Xoid 07:32, 17 June 2006 (BST)
  7. Keep I must agree with the author. I even intended to get revived, but forgot to store up any xp and so am now trapped outside a mall with no viable xp source (aside from boxing with zombies-which is suicide with Scent Trail) HamsterNinja 08:07, 17 June 2006 (BST)
  8. Keep - I like this much better than the last, and I think its good enough for a keep --HerrStefantheGreat 11:26, 17 June 2006 (BST)
  9. Keep - Sounds fair enough. - Jedaz 11:38, 17 June 2006 (BST)
  10. Keep - Reducing the skill cost rather than giving the player bonus XP is an important improvement. Very good call on the display message, I'm amazed that after all this time UD still doesn't throw you any kind of "hey, the game's not over yet" bone the first time you die. --Ember MBR 15:03, 17 June 2006 (BST)
  11. KeepAdequately addressed my concerns. --Burgan 17:44, 17 June 2006 (BST)
  12. Keep-Now boarding the keep train. This is a wonderful idea.--Milo 18:48, 17 June 2006 (BST)
  13. Kill Not going easy on newbies means that the people that become seasoned players are actually committed to the game. --Jon Pyre 21:56, 17 June 2006 (BST)
  14. Keep - Actually, the "kill" above by Jon Pyre proves that he could not manage any game as succesful as Urban Dead is, EVER. =P --Matthew Fahrenheit 02:43, 18 June 2006 (BST)
  15. Keep - a good idea, but flawed by the fact that people will always choose Body Building or Lurching Gait. Still, good enough for Keep. --Rheingold 02:47, 18 June 2006 (BST).
  16. Keep - I likey. Agent Heroic 06:59, 18 June 2006 (BST)
  17. Kill - No free XP. David Malfisto 19:35, 18 June 2006 (BST)
  18. Kill - I would vote Keep, except that survivors can fairly easily commit suicide to return to zombie, and the recent Vigor Mortis change has already greatly reduced zombie newb frustration. It's already been addressed. --Rozozag 22:06, 25 June 2006 (BST)
  19. Kill - Sorry, but I see too much potential to be abused for a quick skill and then convert back to your starting class. Maybe if you revise it to exclude certain shared skills, like bodybuilding. -Kiltric 20:42, 29 June 2006 (EST)
  20. Kill - It's not a terrible idea, but I think that, for the really new characters, it's just as easy to start a second character. The only reason to 'switch sides' is to be able to work in both realms, and I think it's reasonable for that to be harder... Jenny D'ArcT

Heal Revivifying Zombies

Removed by author. —The preceding unsigned comment was added by Kamron (talkcontribs) .


XP gain for First Aid

This suggestion has been found to be a dupe of this, this, and this. with 8 dupe votes.--The General T Sys U! P! F! 21:14, 17 June 2006 (BST)


Kill Points 2.0

Timestamp: 17 June 2006, 2224 (EST)
Type: Skill improvement
Scope: Survivors
Description: From the comments on my suggestion from yesterday, the skills I suggested are too powerful. So this time, I thought of new things. Kill Point (KP) is gained when you kill a opposite creature. EG, Human kill Zombie and Zombie kill Human. When it's gained, it may be used to buy some skills. Some skills for high levels. With these, you may buy new skills. KP are same thing as XP except, it can be only gained through combat rather than using FAKs, DNA extracting or Reviving.

A human skill I suggest is "Aim". This skill allow you have 10% of nullifying the effect of Flak Jacket. This skill does not COMPLETELY nullify Flak Jacket because it's only 10%. It's just so when you are outside killing a zombie, it will cost less ammo and less time. ( This skill should cost around 30KP )

A zombie skill I suggest is "Shred". This skill will hit a target with a hit rate of 5%. When it is succesful, it completely destorys the target's Flak Jacket (assuming they have one). This is good because normally, when someone gets a Flak Jacket, they never need another one. This will make people carry few around. This isn't that much of a advantage to zombies, because none of their attacks go over 5, meaning whether humans have FJ or not, it won't matter. It will just make the target waste AP. ( This skill should cost around 30KP. Suggestion open to whether this skill should work on zombies themselves or not... prob not... )

KP cannot be transferred from Human to Zombie and Zombie to Human. Like, when you have 10 KP as a human and die, you will start with 0KP (unless you have killed a human as you were a zombie before). Thanks for your time.

EDIT: That's what I meant, that only Zombies can use it on Humans.

Votes

  1. Kill - Zombies with flak jackets are an accepted part of the game. Don't mess with it. Human players will die, take Shred as a zombie skill (I assume it's a zombie skill... you didn't even bother to mention that), and proceed to rip a horde's load of flak jackets off their backs... which they can't replace because of brain rot (or difficultly so). If they have to kill humans to do it, they will anyways, to weaken the horde permanently--McArrowni 14:02, 17 June 2006 (BST)
  2. Kill - Shoot, you were closer the first time. :P Requiring both substantial XP and KP to buy the high-level skills is important -- lots of veteran players have hundreds, even thousands of XP stored up. And your KP requirements are way too low. Assuming these acquire throughout the player's career, you're going to end up with many KP by the time it comes to buy these high-level skills. I have no problem with the skills -- they're a bit underpowered, actually -- but make sure the requirements are steep. --Ember MBR 15:11, 17 June 2006 (BST)
  3. Kill - I agree with Ember, skills should cost KP and XP as well and KP costs should be increased. Also, being able to destroy a player's flak jacket lowers the fun factor. Yeah, survivors could spend some AP to find another one, but destroy a flak jacket from a zombie with brain rot - devastating. --Nob666 15:40, 17 June 2006 (BST)
  4. Kill I don't like shred. It could only be available to rotted zombies, to address McArrowni's problem. I would suggest these skills to not transfer from zombie-survivor. Also, are these skills only open to maxed out characters or is there a level pre-req? Are you always accumulating KPs, because I had plenty before I even approached a maxed character. This does nothing to aid our valued support players (medics/Necrotechs) at high level, who won't be getting KP's nearly as often as a military characater. The 10% flak bypass rule does provide an acceptably low increase on the MBR of firearms.--Burgan 17:59, 17 June 2006 (BST)
  5. Kill - The shred suggestion sucks. Flak Jackets protect zombies from humans, not zombies from zombies. The zombies should have a skill to better kill humans. Also, KP skills should ONLY be combat related, so as to not make someone have to go out of character to gain a non-combat skill. - Zizanie13 18:05, 17 June 2006 (BST)
  6. KILL - Shred would be used by survivors pretending to be zombies who SHRED A ROTTERS FLAK, RUINING THE ROTTERS GAME!!! 343 U! 18:48, 17 June 2006 (BST)
  7. Kill-How about make shredding only be able to be done on Suriviors? They don't need flak jackets as much as zombies do.--ShadowScope 18:58, 17 June 2006 (BST)
  8. Kill -Seriously, move this to the DISCUSSION page.--Pesatyel 20:01, 17 June 2006 (BST)
  9. Kill - this idea needs to die already. --Gage 21:53, 17 June 2006 (BST)
  10. Kill So why exactly do we need KP when we have XP? --Jon Pyre 22:33, 17 June 2006 (BST)
    • Re Because some people only heal and that's all they do. This shows the other players that they are true killers. --Bub246 10:11, 17 June 2006 (EST)
    • Re What's wrong with healing people? --Jon Pyre 05:36, 18 June 2006 (BST)
  11. Kill Combat is already the best XP route for high levels AFAIK. I don't think we really need to reward it more.--Milo 02:25, 18 June 2006 (BST)
  12. Kill - Leave XP alone. David Malfisto 19:37, 18 June 2006 (BST)
  13. Kill - I just don't like this idea. –Bob Hammero TW!P! 19:19, 19 June 2006 (BST)

Dump Bodies Balance change

Timestamp: 18:43, 17 June 2006 (BST)
Type: Dump Mechanics change
Scope: All Survivors
Description: Basically

I believe the "Dump bodies" ability of survivors is a very unbalancing game effect. Throwing out two or twenty Undead at a time for a cost of just 1 AP is overpowered. Just think about it, have you ever thrown out someone who was sleeping or otherwise incapacitated? People are heavy. It takes a major effort to move or even lift someone, let alone carry them up X flights of stairs and throw them out a window... My idea is to change 'dump' to work in a more realistic way: For 1 AP you can throw out only one body at a time, starting with the least 'active' body or just one picked at random. This action grants the standard 1 XP. As a side bonus, low level characters can get XP very cheaply in large Sieges without endangering themselves. --M-Type 18:46, 17 June 2006 (BST)

Votes

  1. Keep - It's my idea, so I can vote to keep it. (Right?) --M-Type 18:46, 17 June 2006 (BST)
  2. Spam - Sorry about your first suggestion. First, low level survivors aren't in seiges because they usually don't have freerunning. Second, The has been done again and again. Don't suggest this please. For the love of Sweet Zombie Jesus. 343 U! 18:53, 17 June 2006 (BST)
  3. Spam-Would vote keep, if it wasn't for 343. Plus, it would overpower Zombies.--ShadowScope 18:55, 17 June 2006 (BST)
  4. Kill - You get a point for realism, but this would just be a boring drain of APs, and most survivors who die want to remain survivors so they would probably leave on their own or stand there "Mrh"-ing. Also, if you do a corpse at a time, then you would need to have a way to chose which one you want to throw out, since you might not want to dump your friend... It'd be a big boring hassles and drain of APs, would just make people want to abandon a building once it's occupied and never go in it. When I think of it though, this is extremely unbalancing. Any building that suffers a significant attack would simply be lost or abandonned, because clearing it of bodies would drain too many APs. Sorry, this is a kill... -Certified=InsaneUG 18:56, 17 June 2006 (BST)
  5. Kill - This would drain big amounts of AP. And probably cause carpal tunnel syndrome, thanks the extra clicking. --Nob666 19:06, 17 June 2006 (BST)
  6. Kill AP IS NOT A UNIT OF TIME OR PHYSICAL EFFORT. It is a method of limiting an individual player's actions so they do not have undue power to influence the game. That's why walking a block takes the same amount of AP as saying "hello". There is no need to increase AP drain on players that kill zombies since they've already spent plenty of AP killing the zombie in the first place. --Jon Pyre 20:06, 17 June 2006 (BST)
  7. Keep - 1) This is no more of an AP drain than the 30-40 AP my zombie can spend on breaking barricades; if a horde can have a couple designated barricade breakers, a safehouse can have a couple designated body dumpers. 2) With the new zombie dragging skill, I don't think as many zombie will AP out indoors; no zombies inside = fewer killed zombies to dump, so most folks won't spend that many AP on dumping anyway. 3) That said, this could be changed to dumping, say, three bodies per AP; dumping an unlimited number of bodies seems a bit much, but one-to-one may be taking it too far the other way. I'd also say the first body dumped should be the most recently active, not the least, so you have a chance of removing active zombies before they stand up, and because realistically they'd be the closest to the door. --Dickie Fux 20:15, 17 June 2006 (BST)
  8. Kill - Because of the extra clicking that would be required and the crucifying amount of AP this would end up costing.--The General W! P! Mod21:08, 17 June 2006 (BST)
  9. Kill - in a mall, it wouldnt be such a big deal, but can you imagine coming to a derilict building and finding 200+ dead bodies inside? Who in their right mind would try to empty it out like that? --Gage 21:51, 17 June 2006 (BST)
  10. Kill - No exp for throwing corpses around. Other than that it's good for me. --Niilomaan 23:21, 17 June 2006 (BST)
  11. Kill - Being a zombie player, I see where you come from, and I frankly have the same idea and feeling about this matter. But theres something that has to be altered before you get a keep from me. When dump 10, the cost of it must not be 10 ap, that is too much, it should be more like a 'for 1-5 bodies:1xp, 6-10:2ap....etcetc.' Of course, the 2 ap for 6-10 is not enough, but the numbers you can work it :]. Also, make sure it is one click to get all bodies away (with however cost of AP, also the same number of entry of the IP as NT syringe production)to reduce the server load. --Changchad WTFW!SGP 00:07, 18 June 2006 (BST)
  12. Kill - I don't think this is the way to balance body dumping, AND i'm a zombie player too. --Matthew Fahrenheit 01:55, 18 June 2006 (BST)
  13. Kill - Click. Click. Click. Click. Click. Get the picture? If you thought trying to get xp from books was excruciating... --Rheingold 02:57, 18 June 2006 (BST).
  14. Kill _ Unnecessary and excessive AP adjustment. Thanks for the realism though. --Burgan 03:13, 18 June 2006 (BST)
  15. Keep - Sounds reasonable to me. It's hardly an "AP drain"- if there are many bodies inside, dump as many as possible and then search/rest someplace else. Also, this would hardly lead to XP farming.(another argument I could see being offered against this) And Gage, can you name a single building with hundreds of bodies inside? I've only been playing for a few months, so maybe situations do arise when this would be "broken", but I doubt it. --Raystanwick 11:11, 18 June 2006 (BST)
  16. Kill - As every other Kill vote above. David Malfisto 19:39, 18 June 2006 (BST)
  17. Kill - I think being able to dump ALL bodies for 1 AP is too easy. But this is too difficult (especially with the XP thing). What might be better if you had to dump zombies in groups of, say 5 or 10.--Pesatyel 04:34, 19 June 2006 (BST)
  18. Kill - I don't like XP being awarded for dumping any number of bodies. I vote Keep for less Kill for more. --Spraycan Willy MalTel 05:10, 19 June 2006 (BST)
  19. Kill - I agree that dumping however many bodies you want for only 1 AP is unrealistic. However, this goes too far. Make it so that you can only dump 5 bodies at a time and I'll probably vote keep. –Bob Hammero TW!P! 19:25, 19 June 2006 (BST)
  20. Keep - Hell yes, panic factor FTW. I love you. Resubmit as an unabashed zombie buff with 1 AP cost added for each body dumped. --einexile 07:43, 23 June 2006 (BST)
  21. Keep - Even though your suggestion isn't going to make it, I thought I'd let you know I thought you were right. --Rozozag 22:12, 25 June 2006 (BST)