Suggestions/29th-Mar-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.
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Funeral Pyre

Timestamp: Valore 05:48, 29 March 2007 (BST)
Type: New Ability
Scope: Survivors
Description: Survivors have discovered that setting zombies ablaze significantly increases the time that passes before they once again rise as a threat to the survivor cause. As such, survivors have begun to build funeral pyres about the city, especially around areas that suffer from severe zombie infestation. Zombie bodies may be dumped onto a funeral pyre, slowing down the rate at which they rise.

Survivors may build funeral pyres, in the same way that they currently barricade buildings. Funeral Pyres may only be built outside buildings.

By spending one AP, and clicking on a Build Funeral Pyre button, survivors receive the following message:

You scrounge about, and scavenge some items which look like they could be used to start a fire.

As barricades, it becomes harder to find items to add as the funeral pyre grows.

Funeral pyres are visible in area descriptions, and are classified as small sized, moderately sized, large sized pyres, and huge sized pyres, each with two levels. Whether a pyre is lit is also indicated. Building a small pyre has a 80% success rate, while medium pyres have 60% success rates, large pyres have a 40% success rate, and huge pyres have a 10% success rate. i.e survivors will spend 3AP building a small pyre, 8AP building a medium pyre, 14AP building a large pyre and 34AP building a huge pyre.

Funeral pyres can then be lit, by clicking on a fuel can in the survivors inventory. They reduce in size every three hours, and more burning material can be added to them while they are burning, to keep them burning for longer periods. Once a pyre reaches the last level of small, and 4 hours pass, it burns out.

Bodies may be dumped onto funeral Pyres. However, there is a varying rate of success, depending on how large the funeral pyre is, as well as how many bodies are already currently on the pyre. Each body on the pyre reduces the chance a body is successfully added to it by 1%. Huge pyres have a 150% dump success rate, meaning that up to 50 bodies may be dumped on it before a chance of failure occurs. Large Pyres have a 125% success rate, while moderately sized pyres have a 100% rate, and small pyres have a 75% success rate.

Bodies that are treated in this fashion require an additional 5AP to rise.

So, to give an example.

The Harewood NT building is under siege, with about 10 zombies outside. Survivors decide that in the long run, having a pyre would reduce the efficiency of zombie attacks. So they decide to build one.

A survivor goes outside, and clicks the Build Funeral Pyre button a few times, like you do when you're bulding a barricade. He decides with 10 zombies, a small sized pyre will be sufficient. He then clicks a fuel can in his inventory, setting the pyre ablaze.

Five zombies manage to break in, and are killed. They are dumped outside, and the NT is rebarricaded.

A survivor goes outside, and proceeds to click a button that is labelled Dump Bodies Onto Pyre which is obviously only available when there is a burning pyre and dead bodies present. The first body has a 75% chance of being successfully dumped, and he receives a message 'You dump a body onto the burning pyre'. The second body has a 74% chance of being dumped successfully. For the sake of example purposes, we'll assume that the survivor has some crap luck, and fails. He then receives the message 'You attempt to dump a body onto the pyre, but it falls off.'

Zombies may attack funeral pyres, and they have a chance of successfully reducing a pyre's size and eventually extinguishing it completely, depending on how large it is. Huge pyres only have a 10% chance of being reduced on hit, large pyres have a 20% chance, medium pyres have a 40% chance, and small pyres have a 60% chance.

Why add this into the game? Basically, it fits the genre. Also, it will help survivors manage large scale zombie incursions. Humans did this to dispose of bodies during the outbreak of plague, no reason why they wouldnt do it now.

Keep Votes
For Votes here
Kill Votes
Against Votes here

  1. Kill - So, skill-less block-based collective headshot, eh? Does it stack with individual headshot, too? --Mold 06:24, 29 March 2007 (BST)
  2. Interesting, but not really any different from any of the other "burn the bodies" As Mold points out this could potentially cause some newbie to have to send 20 AP to stand. Screw that. What about a chance of, instead of just "the body falls off" in a failed attempt the SURVIVOR falls into the fire? And how can zombies attack the bonfire? Wouldn't the take damage? These things would spring up EVERYWHERE.--Pesatyel 07:31, 29 March 2007 (BST)
  3. Kill -I love the idea of fire in the game. I also really abhor the idea of penalizing players with headshot mechanics any further. 50 AP a day isn't much and every multi AP action takes away from your already limited playing ability.--Vista 08:34, 29 March 2007 (BST)
  4. Kill/change - Really like the idea, very much in flavour of game, but can't support further AP spoilage as above. Suggest following changes: 1. Remove AP cost, change for lower HP on standing up... this might give Digestion some purpose. Maybe stand with 35 HP or something like that. 2. Too complicated: change for a flat chance of success, maybe 1hp burn damage for failure, maybe keep size merely as a function of zombies on the pyre as an indicator. --Oppenharpo 10:04, 29 March 2007 (BST)
  5. Kill - The idea's good but the mechanics are shite. Do something other than taking even more AP off zombies please! --c138 RR - PKer 12:37, 29 March 2007 (BST)
  6. As Funt below. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:49, 29 March 2007 (BST)
  7. Kill - I agree with c138, Vista et al. Taking off another player's AP makes the game less fun for them. Maybe make some of the changes from Oppenharpo's vote, especially that lower health one. --Toejam 13:25, 29 March 2007 (BST)
  8. Kill - We have Headshot for a reason. --Kamden 15:48, 29 March 2007 (BST)
  9. Change - I really like this idea (finally, burning zombies that I can vote keep on!). However, I think that the rate to destroy a funeral pyre should be a flat rate (and by the way, is it affected by skills like VM or DG?). It should also require construction (or some new skill perhaps, since Construction is already so powerful). I'm not crazy about the AP-draining aspect, but I think it's fair considering the large AP investments on the survivors' part. Still, you might want to change it to just causing zombies to stand up with less HP, if for no other reason than to please the voters. --Reaper with no name TJ! 18:20, 29 March 2007 (BST)
  10. Kill - Newbie zombies already have it hard enough with headshot. --ZombieSlay3rSig.pngT 19:52, 29 March 2007 (BST)
  11. Kill - As Funt in Spam, and ZombieSlay3r above. --Specialist290 20:35, 29 March 2007 (BST)
  12. Kill - Just seems so nerfy and fiddly. --Ducis DuxSlothTalk 00:07, 30 March 2007 (BST)

Spam/Dupe Votes

  1. spam - headshot exists for a reason - because zombies never die - they just bloody well stand up again. Trouble is, you can't reasonably penalise the zombies players AP to stand any more than you do currently, because they only have 50 per day anyway. --Funt Solo Scotland flag.JPG 09:08, 29 March 2007 (BST)

Notice Very Strong +2

Timestamp: 09:20, 29 March 2007 (BST)
Type: Skill Change
Scope: Construction
Description: When you're building barricades, and you get up to Very Strong +2 (ie one level below Heavy), you get a warning message along the lines of "if you add any more to the barricade, survivors won't be able to get in from the street". However, when you enter a building that is already at Very Strong, there is no indication whether it is VS, VS+1 or VS+2. I propose that (just as you're aware when building the barricade when you're about to over-barricade) there should be an indication (as part of the building description) if it is at VS+2.

This note would only apply to survivors with the construction skill.

Example: "The building is very strongly barricaded. Any further barricading will prevent survivors entering from the street."

Keep Votes

  1. Keep I fell faul of this a couple of times as well. Minor change that prevents some annoyance.--Vista 09:37, 29 March 2007 (BST) (todays history lesson. The barricade notice was also first implemented peer-reviewed suggestion. Made by Squashua,)--Vista 10:06, 29 March 2007 (BST) removed part of comment--Vista 13:19, 29 March 2007 (BST)
  2. Author-Keep - It would also be useful for new players with construction, perhaps unaware of how the system works. --Funt Solo Scotland flag.JPG 09:47, 29 March 2007 (BST)
  3. Keep If you can see it when you build, how come you won't notice it when climbing over the barricade? - BzAli 09:58, 29 March 2007 (BST)
  4. Keep - Helpful+non-unbalancing=Keep.--The General T Sys U! P! F! 11:08, 29 March 2007 (BST)
  5. keep not important to me but worthwhile if Kevan has spare time between important implementations!--Honestmistake 12:23, 29 March 2007 (BST)
  6. This suggestion is at 6 keeps. Any further keeps will be able to send it to PR. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:51, 29 March 2007 (BST)
  7. Keep - Yeah, although it would counter my zombie's trick of taking barricades down to VS+0 so survivors don't notice. --Toejam 13:34, 29 March 2007 (BST)
  8. Keep - Don't see why not. --Kamden 15:45, 29 March 2007 (BST)
  9. Keep - Not that I get to use VS buildings anymore but hey it could be interesting... --MarieThe Grove on Tour 17:16, 29 March 2007 (BST)
  10. Keep - I like it. Just for an idea, perhaps extend to the EHB level too? --Preasure 17:24, 29 March 2007 (BST)
  11. Keep - I like it. Helps to prevent overcading. --Reaper with no name TJ! 18:07, 29 March 2007 (BST)
  12. Keep - Makes sense. --ZombieSlay3rSig.pngT 19:52, 29 March 2007 (BST)
  13. Keep - i like it--Duke Garland 21:06, 29 March 2007 (BST)
  14. Logical - Um...yeah, it's lovely. And stuff.--Lachryma 21:50, 29 March 2007 (BST)
  15. Keep - Ah yes. I read closer, and now it is all good. I thought you could see the cades from the street! Ha! --Ducis DuxSlothTalk 00:11, 30 March 2007 (BST)
  16. Keep - This is the way barricades SHOULD work. --Uncle Bill 03:40, 30 March 2007 (BST)
  17. Sarcastic Keep This is a terrible idea. UD is all about uncertainty. In fact I suggest that your current suburb be changed from say, "Ridleybank" to "Ridleybank? Or maybe Wyke Hills?" All buildings should show three names, any one of which, or none, could be accurate. When you talk there should be a 25% of coughing and nobody hearing the message but you shouldn't actually be informed when this happens so everyone will say the same thing twice or more to be sure of it getting through. When you kill someone the message should say "You shoot a zombie for 4 damage. They die. Or maybe they didn't. Maybe you actually shot yourself and you're dead. Please check back in 24 hours to find out whether your enemy is dead or you. Also, maybe there never was a zombie and you just shot a stray cat. If you didn't shoot yourself that is, which you probably did." --Jon Pyre 03:53, 30 March 2007 (BST)
  18. Keep - Helpful and conducive to the maintenance of entry points. --c138 RR - PKer 12:29, 30 March 2007 (BST)
  19. Keep - John Pyre said it beautifully. --Sipex 10:33, 30 March 2007 (EST)

Kill Votes

  1. Kill - No, the uncertainty as to the exact strength of barricades is part of the danger in maintaining a very strongly barricaded building -- boxy T L ZS Nuts2U DA 09:56, 29 March 2007 (BST)
    If you're going to non-author Re: me, do it on the talk page -- boxy T L ZS Nuts2U DA 10:18, 29 March 2007 (BST)
    And yet there's that dichotomy between being able to tell when you're building it, but not when you look at it. --Funt Solo Scotland flag.JPG 10:53, 29 March 2007 (BST)
    There is also uncertainty when you're building it, because if someone else starts barricading while you are, you can go straight to heavy because they got the last VS addition (along with the notification) -- boxy T L ZS Nuts2U DA 11:10, 29 March 2007 (BST)
  2. Kill - I like it how it is. -- Dance Emot.gifTheDavibob T 10:46, 29 March 2007 (BST)
  3. Kill - Uncertainty is good. This would be a minor survivor buff, they don't need one. I swear this has been suggested before, but I'm too lazy to find the dupe (might be thinking of the EH barricade warning). --Gm0n3y 19:11, 29 March 2007 (BST)
  4. Kill - As above. --Brainz 20:48, 29 March 2007 (BST)
    Kill - There is a reason it is the way it is. If you do this, zombies should also be able to see exactly how strong barricades are any level. I'd likely attack a VH solo, but probably not a VH+2; as of know, I never know which it is until after attacking successfully at least once. --Seb_WiersctdpImagine 00:41, 24 April 2007 (BST)
    deleted vote made well after the deadline. --Funt Solo Scotland flag.JPG 16:26, 24 April 2007 (BST)

Spam/Dupe Votes

DUPE - This is already in the game and has been for quite a while. --MarieThe Grove on Tour 15:39, 29 March 2007 (BST)
Re - I don't mean to over-re, but, Marie, you're wrong. This is not already in the game. Go and test it out if you don't believe me. Your vote is incorrect. --Funt Solo Scotland flag.JPG 16:55, 29 March 2007 (BST)
Since when have you ever over-re'd? I swear i read this suggestion a dozen times because I throught I was wrong- guess thats what lack of sleep does to you. Thnaks for pointing it out Funt Solo :) --MarieThe Grove on Tour 17:16, 29 March 2007 (BST)
  1. Already in the Game, technically I JUST tried it out. I knocked a barricade (empty building) down to QS then built it back up and got this message when it reaches VS+2:
    • Using some loose planks, you reinforce the barricade. It's looking very strong, now - any further barricading will prevent survivors from climbing in.
    One more addition, of course, put it at Heavy. Thus if you enter a building that has a VS barricade it will cost you 1 AP to know the level. If it is VS, 1 AP will still show VS (meaning VS+1). If it is VS+1, 1 AP will show the above message. If it is VS+2, 1 AP will change it to H. Spending that 1 AP gives you your indication. Why should it be free?--Pesatyel 07:07, 30 March 2007 (BST)
    Pesatyel, you've unfortunately completely missed the point. If it's already at VS+2, and you 'cade up to heavily, it will then cost you several AP (in my experience, about 10, with a fire axe) to bring it back down to VS+2. Which is a bummer, thus this suggestion. --Funt Solo Scotland flag.JPG 15:38, 30 March 2007 (BST)
Re: The purpose of this, as I understand it, is to make it easier to maintain VS+2 entry points. Barricading up to H just to find out what the barricade level is goes against what is intended here, and would require wasting several AP getting it back down to VS+2. This suggestion negates that AP wasteage. --c138 RR - PKer 12:29, 30 March 2007 (BST) Non-author re: struck -- boxy T L ZS Nuts2U DA 14:39, 30 March 2007 (BST)