Suggestions/29th-Dec-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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Contact List Improvements

Timestamp: BadgerW 00:43, 29 December 2006 (UTC)
Type: Improvement
Scope: Everybody
Description: 1) Add a drop-down box with a list of colors next to "Add X to your Contacts List" button when viewing somebody's profile. It's a pain to add someone, then have to scroll through the list of 100+ people to find them and change their color. This is the simplest way to choose their color *as* you add them to the list. 2) Add a "Back to the City" button at the top of the Contacts List page. After adding somebody, it makes sense to view the Contacts List, but now I've got to scroll down 100+ people to get back to the game. Are both of these suggestions due to simple laziness on my part? Maybe. Are both of them simple changes to the UI that should require minimum coding changes and provide universal benefit? Yes.

Edit: One other benefit of (1) is decreased work for the server. The SQL becomes (pseudo) "INSERT (contact, color)" instead of "INSERT (contact)" and a separate query "UPDATE (contact) SET (color)". The webserver gets a single ping as well, instead of the 2 required now (3 with the sorting as suggested by Keep Vote #2).

Keep Votes

  1. Keep The unnecessariness of this suggestion is only matched by the ease of implementing it. Heck, just the link back to the game on the top of the contacts page is enough to get a keep vote from me. --Jon Pyre 00:50, 29 December 2006 (UTC)
  2. Conditional Keep - for the first part, why not just sort your contacts by colour? You can sort the lists using the headings at the top. That would save you searching for the new entry, as the default colour sits at the top. The second part is why I'm voting Keep - navigation should always be at the top of the page. --Funt Solo Scotland flag.JPG 00:51, 29 December 2006 (UTC)
  3. Keep - Wow I'm lazy... --The Surgeon General DHPD 00:57, 29 December 2006 (UTC)
  4. Keep - I think we are all lazy here, anybody who votes anything other than 'keep' certainly is not! --Ducis DuxSlothTalk 01:12, 29 December 2006 (UTC)
  5. Keep - Seems to be a good idea. If you're adding a contact you might as well designate a color at the same time. --Zombie slay3r 02:47, 29 December 2006 (UTC)
  6. Keep - Other than the fact that this would probably be a sin against the aesthetic sense, sure, why not? --Wikidead 06:21, 29 December 2006 (UTC)
  7. Keep - This suggestion is so obviously a keep that it's actually Spam on the Suggestions page. --Matthew Fahrenheit YRCT+1 07:28, 29 December 2006 (UTC)
  8. Keep -- boxy T L PA DA 07:49, 29 December 2006 (UTC)
  9. Keep More free time for pimpin my suggestions.. you get a free mocha late'! (Slides the man a fresh Late'). MrAushvitz Canadianflag-sm.jpg 09:49, 29 December 2006 (UTC)
  10. Keep - I didn't actually read the suggestion, but if a certain someone isn't voting Spam, it must be the best suggestion ever. lol (We love ya, Dux!) --Nosimplehiway 13:50, 29 December 2006 (UTC)
  11. Keep -- BzAli 14:55, 29 December 2006 (UTC)
  12. keep Asheets 17:02, 29 December 2006 (UTC)
  13. Keep - I'll jump on the bandwagon for this one, too. This comes in handy if you and a zombie are both active at the same time and you want to attack the active one. (Just a quick "add to contacts," and you can single him out!) --Uncle Bill 19:18, 29 December 2006 (UTC)
  14. Keep --Joe O'Wood TALKCONTRIBSUD 20:28, 29 December 2006 (UTC)
  15. UI improvements are good. --ExplodingFerret 21:26, 29 December 2006 (UTC)

Kill Votes

Spam/Dupe Votes


Outbreak

Removed by the author for possible revision. Thankyou for the feedback/votes. --Funt Solo Scotland flag.JPG 10:43, 29 December 2006 (UTC)


Add Knives To Hospitals

Wow, a complete Dupe! My bad. --Jon Pyre 04:42, 29 December 2006 (UTC) }}


Specialization Skills

Timestamp: Matt Scott 9 14:38, 29 December 2006 (UTC)
Type: New skills
Scope: All character classes
Description: Right now, a player's starting class affects his or her gameplay and abilities, but once players have attained a few more levels and skills, they are only "Survivors" and "Zombies". I suggest we add 9 "Expert" skills, one for each class, that would encourage players to play "in character" even at level 10+.

A player may, upon reaching level 10, choose ONE of the skills listed below, regardless of their starting class. This effectively changes their starting class to the skill's class.

Military

  • Private - Expert Shotgun Training. +5% to hit with a shotgun. Prerequisite: Advanced Shotgun Training.
  • Medic - Field Surgery. Heal +5 HP (with a FAK) when outside a building. Prerequisite: Surgery.
  • Scout - Expert Free Running. Can enter buildings up to Heavily barricaded from the street. Prerequisite: Free Running. (Before you think this is overpowered, take a quick walk around your suburb and COUNT the number of buildings that are only HEAVILY barricaded. Not VERY or EXTREMELY Heavily, but only HEAVILY barricaded. This only provides the Scout with access to 3 more levels of barricades. I admit this could likely become the PK-er skill of choice, but it would not give them any greater advantage than any of the other skills here.)

Science

  • NT Lab Assistant - Expert NecroNet Access. Can manufacture a syringe for 10AP. Prerequisite: NecroNet Access. (Searching for a syringe would still be more efficient most of the time. 1 Syringe for 10AP is effectively a 10% search, versus the currently 12% find rate for syringes in powered NecroTech buildings.)
  • Doctor - Hospital Residency. +5% to find FAK's in Hospitals. Prerequisite: Surgery.

Civilian

  • Cop - Expert Pistol Training. +5% to hit with a pistol. Prerequisite: Advanced Pistol Training.
  • Firefighter - Expert Axe Proficiency. +5% to hit with an axe. Prerequisite: Axe Proficiency.
  • Consumer - Expert Bargain Hunting. +5% to searches in Malls. Prerequisite: Bargain Hunting.

Zombie

  • Corpse - Flesh Rot. Attacking players cannot determine zombie's HP value. Prerequisite: Brain Rot. (The logic here is that this is a CAREER ZOMBIE. Brain Rot makes it nearly impossible to revivify them, so their bodies are starting to decompose. Typically, when a zombie is hit, its total HP is shown to the attacking player. Players who attack a "Flesh Rotter" would only receive the message, "You attack a zombie for 5 damage, but its rotten flesh prevents you from determining its total HP.")

SUMMARY

All in all, these are simply meant to be little boosts for everyone's playing style of choice. Each skill was chosen specifically to encourage playing in character for the chosen character class. Some skills may be seen as overpowered, but they were picked specifically to balance with the other Expert skills. Remember each player can only choose ONE of the skills above, regardless of their starting class. My original idea was to limit these skills to the player's chosen starting class, but I was convinced that newbies might not realize the late game implications of their class choice. Another idea was to incorporate "Headshot" into this list, but the feedback on that was mixed as well. Thanks to Pesatyel and everyone else who contributed ideas for improvement to this in the Discussion forum.

Keep Votes

  1. Author keep. --Matt Scott 9 14:39, 29 December 2006 (UTC)
  2. Keep -- Similar to other suggestions, but this one's still good. My only concern is "Expert Free Running". I wouldn't really see a use for it. Opportunities would come up rarely. Most buildings are either (a) open to the street; (b) very strongly barricaded; or (c) extremely heavily barricaded. Most wouldn't rest if a building's just at heavily barricaded; they'd either keep it as an entry point or take it to the max. But still, this is a good idea.Waluigi Freak 99 14:58, 29 December 2006 (UTC)
  3. Keep - Will add more squad specilization.--Canuhearmenow Hunt! 16:14, 29 December 2006 (UTC)
  4. Keep - I like it. It's damn certain to fall, but most kill votes are based on objections to specifics and numbers. I personally think the idea behind it is sound, and will support this principle any time it comes round. Normally a kill vote, but it won't make any difference at this stage and I wanted to voice my support for the ideas and work behind it. --The Supreme Court RR 23:12, 29 December 2006 (UTC)
  5. Keep - The people voting spam obviously didn't bother reading the suggestion...--Labine50 MH|ME|P 00:52, 30 December 2006 (UTC)
  6. Heil! Mmmm, tasty. She's a bit too sweet for the survivor's side, but I like it.MrAushvitz Canadianflag-sm.jpg 04:47, 30 December 2006 (UTC)

Kill Votes

  1. Kill - I like it, but I'm concerned about the potential for abuse. I could start out as a scientist, pick up all available scientist skills for 75 xp pr. skill, and then change my class to military by picking a military skill. That would save my lots of xp by suddenly allowing me to buy military skills for 75 xp, instead of the 150 I would normally spend. Fix that, and you have my vote. - BzAli 15:00, 29 December 2006 (UTC)
  2. kill I don't like the zombie skill. Asheets 17:04, 29 December 2006 (UTC)
  3. Kill Pretty much each one of these skills even by itself is really unbalanced. --Jon Pyre 17:06, 29 December 2006 (UTC)
  4. Kill - I don't like the idea of some skills being permanently closed off from me. --Toejam 18:24, 29 December 2006 (UTC)
  5. Kill - But keep trying. I like what you're trying to do, however you need to tweak the balance a little bit, and the bonuses need not all be combat related. For example, why not give firemen a barricading skill? --Uncle Bill 21:17, 29 December 2006 (UTC)
  6. Kill - Interestingly, some skills have more prerequisites than others. And as Funt has already said, some of these skills are so either underpowered or overpowered that it would be a no-brainier deciding which to take. And like Toejam, I don't like having some skills closed off to me based on class, or actually subclasses. --Wikidead 21:24, 29 December 2006 (UTC)
  7. kill I do like the idea but... the zombie skill is too good the consumers is rubbish and the doctors worse. I think the rest are salvagable but need further development 1st. put each on the talk page for seperate comments and clarify the point BzAli made about changing class. A better idea might be to allow a specialist skill every 10th level, no worries about class change or newbs and keeps a few new skills open to all!--Honestmistake 22:00, 29 December 2006 (UTC)
  8. Kill, and change Why don't you just have the starting class stay the same? also, you should have some skills related to barricading and such. and there should be some way to change your mind... actually, one skill every ten levels sound great, and that would acctually add more variety! and you should make more skills for zombies, they are already to restricted. and funt solo has a point: the medic skill should heal an extra 5hp everywhere exept a powered hospital (which already has an extra 5hp.) Wow, that was long. --AlexanderRM 6:40 PM, 5 january 2007 (EST)

Spam/Dupe Votes

  1. Spam - totally unbalanced. You're gifting every single zombie in the game (once they reach level 10) with a really powerful skill - not knowing their HP when you attack them means you're effectively fighting blind. That's really powerful. On the other hand, there's a +5% shopping skill? That's just crap - nobody would take it. The +5HP when outside doesn't even make sense - someone could heal 15HP in the street, but only 10HP in a building which has beds etc.? I appreciate what you're trying to do here - but it's just not balanced. --Funt Solo Scotland flag.JPG 16:36, 29 December 2006 (UTC) I feel I should add this point: if every survivor took +5% on shotgun attacks (which they could), then (in effect) you're suggesting that there be a blanket +5% on shotgun attacks for all survivors over level 10. Is that fair? Balanced? Required? --Funt Solo Scotland flag.JPG 17:37, 29 December 2006 (UTC)
  2. Go away - I despise these suggestions that think that all starting firemen only use the axe. --Joe O'Wood TALKCONTRIBSUD 20:29, 29 December 2006 (UTC)