Suggestions/21st-Apr-2007

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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.
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Speed Search

Timestamp: Chris' 'Redfield 17:52, 21 April 2007 (BST)
Type: Just a new way to search
Scope: Buttons man.
Description: After the new update kevan added to the game, where you can choose what to search for, now I can finally suggest this. after countless minutes of search, it gets boring yes? so...

On the search button, will be a #: 1-50, which represents how many times you want to search. Choose the number of times you want to search and however many times your searched will be taken out of ap. this can be very useful when you have something else to do other than urbandead.

EX: you search 30 times and find 3 pistols, and a pistol clip. losing 30 AP

Keep Votes

  1. Author Keep - hell some mods would work, but hey. Chris' 'Redfield 03:48, 22 April 2007 (BST)
  2. Keep There's some minor issues, but the basic idea is good. - BzAli 10:15, 22 April 2007 (BST)
  3. Keep Lame reasons for killing this worthwhile suggestion. If you don't want to waste AP when already close to fully encumbered, then you don't use this option, you search manually, one AP at a time... connection speed? spare me, please. Personally, I'd limit the maximum number of searches to 15 or so, but otherwise it'd be a useful addition, IMO, and would cut down on server load to boot -- boxy T L ZS Nuts2U DA 13:00, 22 April 2007 (BST)
  4. Keep - I like it, and Boxy is exactly right. Lame reasons for people killing this one. --Ducis DuxSlothTalk 00:37, 23 April 2007 (BST)
  5. Keep - Good idea, just make it stop once (or near) max encumbrance has been reached. --ZombieSlay3rSig.pngT 01:17, 23 April 2007 (BST)

Kill Votes

  1. Modify - what happens, say if you're searching for generators while being 80% encumbered? will it stop wasting AP after 1st successfull search or use all (for example 30), providing message sort of you found 3 portable generators, but you can only carry 1? --Duke Garland 18:00, 21 April 2007 (BST)
  2. Change - As Duke --Heretic144 18:10, 21 April 2007 (BST)
  3. Change - I wonder what Duke Garland wonders. Also, this will use up the same amount of IP hits as manually searching would use, right? I like the core of the idea though. It would make grabbing supplies and getting the hell out of Dodge as a wanted death cultist much simpler. I suppose real breathers could get some use out of it, too. --Mold 18:43, 21 April 2007 (BST)
    RE: the 3 above - actually I never thought of that. good points. how do you think it might work then? Chris' 'Redfield 03:48, 22 April 2007 (BST) (fixed formatting - BzAli 10:15, 22 April 2007 (BST))
  4. Kill - If you want to speed search, get a faster connection...-- Kai Tan Sying Malton Rangers 03:41, 22 April 2007 (BST)
  5. Kill - no. Mattiator 04:36, 22 April 2007 (BST)
  6. While this IS a dupe, I think the game has changed significantly enough to warrant another look perhaps. However, as this a response to a recent update, I'm killing it on grounds of over-reaction to an update.--Pesatyel 07:54, 22 April 2007 (BST)
  7. Change, as Duke. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:21, 22 April 2007 (BST)
  8. Change Good idea, needs work.--Seventythree 13:33, 22 April 2007 (BST)
  9. Change -What about "you use 3AP and find one generator. You then stop searching, as you cannot carry any more"? and have 1 IP per AP spent. --AlexanderRM 20:23, 22 April 2007 (BST)\
  10. Kill - for reasons mentioned by Seb Wiers below. Destroys the realtime element of this game, would alter the feel immensely and goes way beyond Kevan's recent searching change. Rasi 04:36, 22 April 2007 (BST)
  11. Change - I love the idea, and would love for it to be implemented, but the only thing I ask is this: It could give the humans a large advantage. Let's look at this scenario: You pop into a building with light barricades. There's three zombies outside, all fully capable of knocking down the barricades while the others pop inside and kill you. You use speed search, using 30 AP in one IP hit, in the time it takes to search once. Bam, you pop out of the building, the zombies come in, and you're gone, unscathed. Now repeat this situation by about 10 thousand times a day. See how badly the zombies would be frustrated? Great idea, but it needs to change slightly.--Chief Inspector 20m813 (MPD) 01:06, 23 April 2007 (BST)
  12. kill - as others. --Funt Solo Scotland flag.JPG 13:16, 23 April 2007 (BST)

Spam/Dupe Votes

  1. Spam - Its been suggested many times before and never made it to peer reviewed, so I can't be buggered to find the dupe. One reason it will never fly is that it removes part of what small real-time element UD has. Say you desperately need a FAK to save a friend who is being attacked by a zombie but is off line. Well, the above suggestion lets you find one much faster (real time) than the current method. Also, its not a huge trick to code up a web page or browser extension that will do this for you, if the button clicking bothers you that much. Kevan could easily have taken steps to make this more difficult, but it seems almost as if searching is INTENTIONALLY easy to automate. --Seb_WiersctdpImagine 19:38, 21 April 2007 (BST)
    RE: -Ah, I see. well, it's just been a paing to spend 30 minutes serching with no action so I liked it. But you bring up a good point. thanks. Chris' 'Redfield 03:48, 22 April 2007 (BST)

Training: XP for temp bonuses

Timestamp: Jon Pyre 19:38, 21 April 2007 (BST)
Type: Skillish
Scope: Survivors/Zombies
Description: One thing that always bothered me a little was how xp just keeps accumulating. I have over 7000xp right now and it'd be nice to use it. This is a new idea to spend xp for temporary bonuses.

Training is a bit like buying a skill in that you'd go to a new window, pick which bonus you want, and click to spend 100 xp and purchase it. The difference is that what training you can take is dependant on your location and that training lasts only temporarily. For instance one kind of training could be:

Sharpshooter Practice Increases pistol accuracy by 10% for around 75-125 actions. Available at: Police Departments, Armories.

So on the Training page "Sharpshooter Practice" would only be a clickable link in a PD or Armory. Otherwise you would not be able to purchase it. The benefit would not be limited to those places though, once bought you can use it anywhere until it expires. It would have a general range of how long it would last but it's precise duration would be more or less random. Perhaps after spending 92 AP somebody with that training would get the message "You find yourself forgetting your Sharpshooter Practice." Note that's all AP, not AP spent doing something directly relate to the training necessarily. Walking, talking, searching, etc. all count against that 75-125.

Training could vary in purpose and result, and it wouldn't have to always be literal practice. For instance a zombie could take temporary mutation "training" that can only be bought in a necrotech building that temporarily raises their max hp. Things along those lines. There'd be survivor/zombie specific training that could only be used in the appropriate state.

Training would always result in a net loss of xp. Some training could let you gain xp faster than normal (for instance that pistol training I used as an example) but they would last long enough to earn you a profit on your 100xp. Instead training would be for players that want to gain a slight edge for a big siege, or simply feel like being slightly more powerful now and then. You have all the skills and the xp is piling up. Why not burn it on a fleeting bonus? And yes, you could have more than one type of training active at a time, which would cost 100xp apiece and expire seperately depending when you buy them.

One of the nicest things about this is that it not only gives xp a purpose, but would also give numerous locations around the city new tactical assets. For instance there could be speech training to increase how much text you could say available by the mirrors in a hotel rooms or at the podium of a church. A lot of buildings could have added meaning for zombies and humans alike. Heck, maybe someone can think up training that'd only work in a park.

Keep Votes

  1. Keep Gives not only xp a continuing use, but would add value to many locations. --Jon Pyre 19:42, 21 April 2007 (BST)
  2. Keep - Assuming there's nothing useful for malls.--Labine50 MH|ME|TNT'07 22:48, 21 April 2007 (BST)
  3. Keep - Didn't even read the meat of the suggestion. I don't care what the hell it says. XP needs to stop just building and building. All it exists for is to show how cool of a trenchcoater the maxed out characters are. This would also act as a sort of Adrenaline suggestion... etc etc etc. --Ev933n / Talk PPGC 23:15, 21 April 2007 (BST)
  4. Lovely - Makes life more interesting, despite its vagueness.--Lachryma 00:10, 22 April 2007 (BST)
  5. Keep - Sounds sweet. Would give those poor, maxed out people something to do with their exp.--Humuhumuhumu...Ted 02:47, 22 April 2007 (BST)
  6. Keep - YEppers, anything I can do with that extra xp would be great! --Ducis DuxSlothTalk 05:01, 22 April 2007 (BST)
  7. Keep - But lower the duration. 50-75, or 75-100 is good. 125 is not . - BzAli 10:18, 22 April 2007 (BST)
  8. Keep - --Abi79 AB 11:01, 22 April 2007 (BST)
  9. Keep - Buildings should be powered for survivor training to be available, but otherwise, an interesting idea -- boxy T L ZS Nuts2U DA 13:08, 22 April 2007 (BST)
  10. Keep - The basic idea is good. - JedazΣT MC ΞD GIS S! 12:11, 22 April 2007 (GMT)
  11. Keep - idea is ok, though there's no examples of implementation --Duke Garland 17:47, 22 April 2007 (BST)
  12. Keep - Love the idea. All it needs is a consistent factor on how long you can remember the training... Such as, not in AP wise, but number of blocks traveled... Maybe 300-400? Honestly, the human brain will probably remember something for longer than 92 actions. --Chief Inspector 20m813 (MPD) 01:12, 23 April 2007 (BST)

Kill Votes
Kill - Zombies can't enter buildings easily, so I don't see why it should require you be inside. Also, would a ransacked building give this bonus? Zombies can't repair building damage, either.--Bluish wolf 19:49, 21 April 2007 (BST) struck by author. --Bluish wolf 02:42, 22 April 2007 (BST)

  • Re That was just an example. Some bonuses could for instance take effect outside a building as well, or require outdoor locations like parks, wastelands, or cemetaries. --Jon Pyre 22:40, 21 April 2007 (BST)
    • Re If it would work that way, I'll recant and strike my vote. Still, I think it would be better if all the zombie bonuses were outside.--Bluish wolf 02:42, 22 April 2007 (BST)
  1. Kill - As below, be a bit more specific and give examples for several different locations and bonuses. --Uncle Bill 21:18, 21 April 2007 (BST)
    • Re It's very difficult to give examples of an open ended concept. It's a bit like me suggesting "People should get library cards" and having that concept rejected unless I can describe every book they'll borrow over their lifetime. The gun thing is not the idea. The zombie mutation thing is not the idea. Those don't have to be attached to this at all and probably will never exist. This only thing you're voting on is: "Temporary benefits acquired by spending xp in specific locations might be something you'd want to consider, Kevan". --22:40, 21 April 2007 (BST)
    • Re:Re: And that's exactly why I voted kill. This suggestion needs some meat because it can't be implemented as is. You should park this in discussion and hammer out some several examples. The voting community at large would be more than happy to help you think of a few ideas. This does seem like a pretty popular idea (about an even split right now), so a little meat would push it over the top. --Uncle Bill 13:52, 22 April 2007 (BST)
  2. Kill/Change - I really like the Sharpshooter Practice example, but can't agree on all points. I agree that it has no overall XP advantage, but it still seems like a fairly big buff, and for a shotgun user could almost pay for itself; suggest lower bonus, lower duration and AP cost to perform in the first place. Not sure about this as a general suggestion either; make specific suggestions (probably separately rather than all-in-one) --Oppenharpo 21:42, 21 April 2007 (BST)
  3. Kill/Change - I like the Idea. I don't like the example. If you're in a police station and have alot of extra xp lying around, practice, leave shoot your guns clean (or until you run out of exp). You'll probably get at least 20 shot in, more than likely 30 to 40-ish considering that you'd probably have all your skills. Then you might have twice as much as spent. Of course, I could just be talking nonsence, but that's what I think. --Storyteller 03:28, 22 April 2007 (BST)
  4. Kill so, basicly the people with who knows how much xp get to buy a ton of skills to slaughter everyone? maybe for search stuff. Mattiator 04:33, 22 April 2007 (BST)
  5. The idea is fine. The actual suggestion is not. If you cannot come up with a full list of training skills, and by a full list, I mean, more than one example, then it is just an Idea, and therefore, incomplete. If you want Kevan to decide, then why even bother suggesting this in the first place? Actually give Kevan something to work with instead of begging Kevan to do something.--ShadowScope 07:19, 22 April 2007 (BST)
    • Re Just an idea? Ideas are the whole point of this place. I think it's impossible to give an open-ended idea a chance at passing peer review. I've gotten many suggestions into peer review but the odds of me effectively getting ten suggestions pass simulataneously is low. This comic strip is about indecent material rather than game balance but I think the developer's concern is my own: Penny Arcade 01/10/2006. --Jon Pyre 08:51, 22 April 2007 (BST)
  6. Agree with Shadowscope. Come up with an actual list of skills. Also, I don't like the idea of "any" AP allowing you to "train". Yes, I'm aware that's how it currently works, but this idea changes that in a way. Take the sharpshooter example. I got a PD. I train ONCE, then go do my normal thing and am suddenly a sharpshooter? I think it should be every AP spent PRACTICING SHARPSHOOTING is what leads to the skill bonus (and, given that, the skill should probably cost less AP and last a bit longer). Unless I'm reading the suggestion wrong (it isn't entirely clear).--Pesatyel 08:30, 22 April 2007 (BST)
    • Re That's the same way skills work. Click once and presto! Surgical experience! Remember, AP is not a unit of time. And so training over time should not necessarily equal to training over AP. --Jon Pyre 08:51, 22 April 2007 (BST)
    I know, that is what I said in my vote. But your suggestion is to CHANGEthe way that works for certain skills. Your suggesting making it actually cost AP to learn new skills. And, in this suggestion, it appears that AP DOES equal time. In order to learn sharpshooting I have to spend 100 AP (for example) in addition to the XP cost. Why? The AP represents spending time practicing.--Pesatyel 21:21, 22 April 2007 (BST)
  7. Kill/Change. it is a good idea but it is very vague. with a list of skills and minor completion i think this will be a great idea.--Jakey07 10:05, 22 April 2007 (BST)
  8. Kill\Change Some good ideas, needs work. Move it to Duiscussions and get some other people to have a look at it, and help you out, seriously, it's invaluble.--Seventythree 13:03, 22 April 2007 (BST)
  9. As all above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:24, 22 April 2007 (BST)
  10. Change -While I like the idea of burning XP like this, I do not like the fact that you need a certain building and 1AP. Logic: you can learn firearms training outside a hospital for 0AP. Gameplay: most areas that you train in will be resource buildings, makeing the game even more rescourse-building-centric. --AlexanderRM 20:36, 22 April 2007 (BST)
    • Re It does not cost AP to train. --Jon Pyre 22:33, 22 April 2007 (BST)
  11. Change - I think this is a swell idea and does need some more specific examples to implement. Kevan can take them or leave them, but the precise examples should not just be left blank. For instance, try to balance out that sharpshooter idea (it's too overpowered as is, and might not result in net XP loss) and flesh out the public speaking idea. Also, I'd suggest that there not be too many different skills at the beginning. There are a lot of people running around the game with 1000s of extra XP, and even with some net loss, every older player will shoot ahead in power level. Maybe that seems just, but it might be a major tectonic shift if it happens all at once (i.e. if there are a lot of trainable skills from the start, and everyone gets them and maintains them with their XP hoard). Alternately, only let newly earned XP be used for this, not the old stockpile. I second the idea for powered building requirement, and using buildings that aren't already over-crowded tactical resource points. --Rasi 17:51, 22 April 2007 (EST)
  12. Kill - It is a good idea, but quite vague. Specific training bonuses need to be listed. --ZombieSlay3rSig.pngT 01:19, 23 April 2007 (BST)
  13. incomplete - great idea, not enough detail. --Funt Solo Scotland flag.JPG 13:14, 23 April 2007 (BST)

Spam/Dupe Votes
Spam - Basically it reads to me like "I suggest Kevan come up with some new stuff that you can get this way, but can't / won't say exactly what that stuff does." Not that I mind that notion, but its a bit to vague, isn't it? --Seb_WiersctdpImagine 20:49, 21 April 2007 (BST)

  • Re I'm suggesting a new type of concept. General ideas have their place as well as specific ideas. Boardgames are general. Chess is specific. But you have to think of the first before the second. "I think using boards with tokens for gameplay is a terrible idea! Candyland seems like only children would enjoy it." --Jon Pyre 22:43, 21 April 2007 (BST)
    I see your point, and I like the concept... sort of. But if the vote passes, then what? Do people make suggestions for new "training" methods, even if the "training" is not implemented? I think this would go over better in discussion, but may change my vote at some point. --Seb_WiersctdpImagine 00:14, 22 April 2007 (BST)
    Just REing to answer the procedural question. If this passed other suggestions couldn't reference it because that would be linking suggestions. Instead they'd have to wait until Kevan came up with his own training ideas and implemented them (assuming he likes this idea at all). Then people could propose additional things to train. --Jon Pyre 00:22, 22 April 2007 (BST)
    Alrighty, then changed to abstain for now. --Seb_WiersctdpImagine 01:08, 22 April 2007 (BST)

Fixing using wirecutters

Deleted becuase no longer relevant - vote on toolkit instead. --Da Axe Man


Free Speech

Timestamp: Wee Sonny MacGregor 22:08, 21 April 2007 (BST)
Type: improvement
Scope: All Players
Description: The fact that speech takes up an action point in this game is a critical flow in its reward system. I have had a character sit in a crowded mall for hours without anyone saying a word. If speech was a free action, it would encourage organization. People could group together more effectively for team efforts and zombies could make simple code languages and organize themselves aswell.

The way it is now, no one wants to waste their precious APs on speech. Everyone is pretty much out for themselves. Also, if your worried about spammers you can always just shoot them, if they're that obnoxious I doubt anyone would mind.

Keep Votes
For Votes here
Kill Votes
Against Votes here

  1. Kill - No, this would just cause a lot more spam, that's all. If you were one of the lucky ones not to be in the 50 people that heard any mallrat-speak any time it came up, just consider yourself blessed. I've heard a lot of it, it's not worth hearing even with the AP cost... without it... ugh. NO. --Mold 22:17, 21 April 2007 (BST)
    Kill - Too much spam and to many dikheads ... although it would be better if it was cheaper but thats not an option. :( - deleted unsigned vote --Funt Solo Scotland flag.JPG 23:58, 21 April 2007 (BST)
  2. Change- Suggested and rejected many times. The only reason I didn't vote spam is that I'd be cool with it if speech were to cost a fractional AP, like say .25 or some such. --Seb_WiersctdpImagine 00:07, 22 April 2007 (BST)
  3. Keep(!) - How else could one read a full fledged epic poem in one sitting? Bluetigers 02:15, 22 April 2007 (BST)
  4. Kill - A)Too much spam B)Too much Bandwith ---Humuhumuhumu...Ted 03:00, 22 April 2007 (BST)
  5. Kill - I'm not so much worried about people whining about all day (though it would happen) but there are so many different ways to metagame that free in-game speech is far from necessary. People have, are, and will use 'teh internetz' to communicate about UD.--Lachryma 04:01, 22 April 2007 (BST)
  6. Kill - Nooooooooooooo0oooo!!!!!!!!! Mattiator 04:35, 22 April 2007 (BST)
  7. Kill - urgh. I try not to think about what would happen. --Ducis DuxSlothTalk 05:02, 22 April 2007 (BST)
  8. Kill I can see what you're trying to do, making speech more usefull. However, you didn't take into account the general stupidity of the average player. This would unfortunately make speech less usefull as everytime you log on you'd get messages like I found a gun! LOL! Or Look at my willy! You'd have so much junk like this it'd be impossible to find actual usefull messages. --Seventythree 12:53, 22 April 2007 (BST)
  9. Kill - God no, there's enough utter crap spoken in-game already -- boxy T L ZS Nuts2U DA 13:16, 22 April 2007 (BST)
  10. Kill - This is one of those situations where it's better to metagame than to rely on the game itself. Just coordinate with your group and/or allies and get on an IRC chat window (for real time coordination), or a forum (otherwise). In the cases where you do need to talk to a total stranger, just use the talk button. --Uncle Bill 14:01, 22 April 2007 (BST)
    Keep - This is so important for stratagy, why does everyone care so much about some retarded spammers? Unsigned vote struck. --ZombieSlay3rSig.pngT 01:24, 23 April 2007 (BST)
  11. Kill - Although I would like speech to be free, it needs to be implemented in a way that it doesn't spam up the computer screen. --ZombieSlay3rSig.pngT 01:24, 23 April 2007 (BST)
    Change - Without some kind of cost, there would just be more spam. I agree with what you're saying, but there needs to be a limit. Maybe make it so you get a certain amount of Speech Points (SP) that can only be used for talking? --Reaper with no name TJ! 18:33, 9 May 2007 (BST) Vote posted past deadline. --ZombieSlay3rSig.pngT 00:17, 12 May 2007 (BST)

Spam/Dupe Votes

  1. spam, this would increase it. --Funt Solo Scotland flag.JPG 23:59, 21 April 2007 (BST)
  2. Spam - Anything that ONLY increases spam is spam (if you need a lot of coordination, use an external communications client/forum - coordinating in the game is spam to everyone not being coordinated). --Saluton 04:05, 22 April 2007 (BST)
  3. Spam In addition to what others said above, people don't talk because they don't want to, not because they don't want to "waste" AP. In similar games, like Nexus War, people sometimes don't shut up.--Pesatyel 07:58, 22 April 2007 (BST)
  4. Free speech increase spam, thus, that person can say 160 things at once, 300 if they donated. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:28, 22 April 2007 (BST)
  5. Spam is spam --Duke Garland 17:50, 22 April 2007 (BST)
  6. Spam As the rest -Nibiletz 21:13, 22 April 2007 (BST)
  7. Spam Just horrible. -Rasi 19:58 22 April 2007 (EST)
  8. Spam -the amount of spam would be terrible. And due to the 50 person limit ingame coordination would be limited at best--Vista 10:59, 23 April 2007 (BST)