Suggestions/30th-May-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.
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Counting Coup

This suggestion has been Spaminated 12 spams, 4 Kills and 1 Author keep. Most voters had no idea what the author was even trying to suggest. --Mookiemookie 14:05, 30 May 2006 (BST)


Barricades improvements for both sides

Timestamp: 05:58, 30 May 2006 (BST)
Type: Game mechanics, new skill
Scope: Barricades and Zombies
Description: In this point in the development of Urban Dead, to be a newbie zombie (being it being killed as a survivor or starting at corpse class, because theres not much difference at all) is painful. Unless you're lucky and can keep up the tracks of some big horde like the Ridleybank Resistance Front or The Shining Ones resorting to metagaming (something that most newbie players dont know of), or the even less frequent event of a survivor standing in the open, you're reduced to some kind of cannibal being, feeding on your kind. The only way to gain experience as a zombie is combat, and every survivor is unreachable for the common of the newbie zeds, being them behind buildings barricaded to the level of at least very strong+2. This cannibal status, punished in game with half experience and out of game with the obviously twisted morality of the act, plunge most zombie players in a state of depression, uneasiness of mind (talking seriously), explaining why most of them just give up or resort to the nearest revive point to play the fun side of the game: survivors. Heck, survivors only are PKers if they choose so, not like newbie zeds!!

Let me emphasize what a barricade means to a new born zombie: the absolute impediment to reach your objective, to do what you're supposed to do: eat brains. You have to cultivate at least 3 skills until you can really bash trough them: Memories of Life, Vigour Mortis and Death Grip; and in any survivor-ruled suburb, zombies get no experience at all, standing up after a headshot only to walk amongst deserted, or best said corpse filled, streets until they get headshot again. Correct me if im wrong, but even the most crazy of the trenchcoater, level 1 firefighter, can make a trip to [Ridleybank], bash Petrosjko (no offense) head a couple of times and die honorably with 30 "hard earned" experience points in a day of "hard work". If you try to bash trough barricades without those 3 skill, you will run out of AP half way and log on next time with full barricades built again, and what have you won? Nothing.

After this short monologue, that i hope enlightens even the most hardened sights of survivor-only players, i have this suggestion, or rather 2 merged suggestions that if submited separated get spamminated, but together... you will choose with your vote.

I propose that every succesfull hit that a zombie lands on a barricade ("You smash at the barricade. Part of it collapses.") grants the zombie 2 points of experience. That will be an average of 25 points of experience every 50 AP with maxed skills, 17,5 to beginner corpses (or just anyone with Vigour Mortis and not Death Grip) and 12,5 for a slayed survivor (no zombie skills). Enough (i think) to grant newbie ferals a more etic, helpful way to gain experience than cannibalism, that grants maxed zombies an average of 30 experience per 50 AP (Tangling Grasp could improve this rate a bit but it seems to be ineffective against fellow zombies). Take on account that a healer gets around 62 experience every 50 AP granted for them that they search for FAKs on a powered hospital (and im saying a powered hospital, not requiring any skill, not even shopping or bargain hunting that can easily boost that quantity on a powered Mall), and that bashing barricades is as critical and vital for a zombie than healing for survivors.

Now, if i were just rooting mindlessly for zombies, i wuold let this suggestion just as it is. But imagine... this gets implemented ( =D ). Now, what would us have? 31% (i made the calc) of the zombies are either level 1, 2 or 3. Lets assume than 1/3 of them are searching for revives, and the other 2/3 are training (most of them, sincerely, practicing cannibalism). Imagine that only half of them, not them all just half, starts bashing barricades for XP. It will be zmobaggedon! 1500+ zombies starting to bash trough chairs, planks of wood, tables, refrigerators and finally a friendly veteran open the door. If siege tactics like The Mall Defense Manifesto count with zombies getting bored of getting no experience bashing barricades and then leaving, it wuoldnt work anymore. To tell the truth it is fair, now both sides dont get bored (not that much) anymore. But surviving will be harsh. So, i propose that every Large Building that have the main disvantage of when a zombie enters it can move freely to any of its squares, to have extra levels of barricades to counterbalance that disvantage, and for these leves to be implemented as follows:

It has been reported than barricades can be built up to the level of Extremely Heavy+4 (And if anyone doubts that a barricade can be built beyond Extremely Heavy+0, today i smashed a barricade from Extremely Heavy+2 to Quite Strongly, and i know it was EH+2 because i succesfully smashed it two times and it was still Extremely Heavy in the building description). Anyways, to barricade up to that level is next to impossible even with your two best friends zerg_1 and zerg_2 (joke), so i propose that the max level to be cut to EH+2 (hard but possible to do even for 1 person alone) and to create a new skill: Fortify (player is able to fortify large buildings) to be placed under Construction at the normal value (100XP). This skill will make you able to barricade up to 8 new levels. The first 4 will add to the building description the legend to "The building has been Extremely Fortified", and further fortifying will change the description to "The building has been Imposingly Fortified". Their mechanics will be the same as barricades, and as said before they will only apply to Large buildings. The difficult rate at fortify is to set up by Kevan, as well as if any modification is needed to the normal rates of barricading, because he's the only one that knows the success rate of normal barricading. To start fortifying, you have to be on a large building and the building have to be EH+2; when it is, or if you bring it up to EH+2, the "Barricade the building" button will change to "Fortify the building", and you can start to fortify it. Every time you fortify succesfuly, it can say something like "You find some ropes and secure the barricades with it" or if you fail it can says something like "you fail to find something to strenghten the existing barricades", to represent that there's no more place to put things on the barricade, and the only thing you can do is secure it trough ropes, cables or maybe nails (im not creative enough to give you 5 sentences for fail and 5 for success, so dont ask).

So, thats it. The first part alone (bashing barricades giving XP) i saw something when i was new to the wiki that i think that wuold be a dupe or almost a dupe, but this one is carefully (and painfully) calculated . The second one (the "Fortify" skill), i didnt find anything like that anywhere, let me know if i didnt search enough. Both of the merged suggestions are there to the only purpose of making a newbie zombie playable (as i consider it is not in the present day). If you consider one of this suggestions is good and the other one is not, let me know so i submit it alone. This suggestion wont be as popular as my "Frightening Touch" suggestion, it is quite controversial, but if something here seems workable, that can be saved, and i have all the time of the world to further think how to fix whatever you find flawed. Thanks if you readed all the suggestion, and if not, dont vote =) .

Votes

  1. Author Keep - Ok, lets see if this passes. Also my edits to the text itself were just a couple of spaces that didnt show and a few links that didnt work, and i did it before anyone voted. --Matthew Fahrenheit 06:04, 30 May 2006 (BST)
  2. Kill I don't know why, but something about this just peturbs me. I understand its hard leveling a beggining zombie (having done so myself) but i feel all the time spent working makes it that much more of an accomplishment on the lucky days I do find a survivor in the streets. Plus its important for zombies to learn to horde, with this we'll see more and more ferals and it'll be hard to organize and strike at survivor strongholds. Still one of the best barricade suggestions I've seen though.HamsterNinja 06:12, 30 May 2006 (BST)
    Re - Thanks for the compliment, and stay tuned to see other guy's points of view, as ill do the same. --Matthew Fahrenheit 06:17, 30 May 2006 (BST)
  3. Keep - I just really like the idea; no more grief while trying to level up. It's absolutely absurd the way it is at the moment. I would vote kill on the issue of game balance, but you've neatly curtailed that with the survivor boost. –Xoid MTU! 06:23, 30 May 2006 (BST)
    Re - This is what i hoped so much for! thanks for giving this troubled heart the opportunity to beat again! --Matthew Fahrenheit 06:26, 30 May 2006 (BST)
  4. Kill - Well, I think it gives too much XP, but as well as try applying this to a mall siege: think of the massive influx of XP to the zombie community when they keep bashing and the survivors keep barricading. Just feeds the hordes massive amounts, and the extra barricade levels don't help that at all. Sorry, but I don't think it's salvageable. Thanks for trying to address the balance, but this just makes it too easy to level as a zombie. I am happy with the zombie I leveled up and think this breaks zombie leveling. I doubt your 62xp per 50AP figure for medics, however, that's pending on finding enough people to heal, and that usually implies not having any healing skills. --Burgan 06:39, 30 May 2006 (BST)
    Re - Survivors have plenty of alternatives when it comes to win experience, like tagging, reading books, reviving, DNA scaning or healing. And lets imagine that you only find half the guys you can heal with your FAKs for the day: its still 31 XP for a day, more than the 25XP for a maxed barricade bashing zombie with this change. I find that Fortify is a good patch for this, as the only factor that can make a siege to be lose is zombies to smash barricades down to 0 before ANY survivor gets on, and this will decrease the chances greatly, needing at least 3 consecutive, full APed zombies to bash easily replenishable barricades before some survivor gets up and realizes whats happening. --Matthew Fahrenheit 06:49, 30 May 2006 (BST)
    Re - Which still does not address my problem of mall sieges becoming massive XP farms, and this new human skill just goes to aggravate that. --Burgan 14:43, 30 May 2006 (BST)
  5. Kill I think I went blind trying to read all that, so let me see if I can sum it up. Zombies get 2 XP per successful hit on a barricade and survivors get 8 more levels of barricade? It might be a good idea to look at past suggestions for the first idea. They usually die (most people think the idea of giving XP for CLEARING a barricade is better). But 2 XP just seems to be too much. And survivors really don't need MORE levels of barricades. I think this would be best sent to the discussion page.--Pesatyel 06:53, 30 May 2006 (BST)
    Re - XP for clearing barricades? that doesn't adress the newbie zombies harsh leveling problems at all! And zergers will have a survivor starting a barricade and a zombie tearing it down in no time. Result: your advice adresses zerger leveling problems, not newbie zeds ones. Think in advance my friend, think in advance. --Matthew Fahrenheit 07:02, 30 May 2006 (BST)
    Uh, what are you talking about? Zergers? Where did you get THAT idea? All I suggested was that you ACTUALLY go back and look at the previous iterations of this idea (zombie XP for barricades). A for the "think" crap, try READING PREVIOUS SUGGESTIONS.--Pesatyel 07:53, 31 May 2006 (BST)
  6. Kill - Besides the fact that this is long enough for a small book, it fails the "Multiply by a Billion" test. --A Bothan Spy Mod WTF U! 08:22, 30 May 2006 (BST)
    Re - Enlighten me, tell me how it fails in a descriptive way. If you're afraid that a zombie will be able to gain his first level in 5 days, i made my first level as a survivor in 2. It's unfair. --Matthew Fahrenheit 09:09, 30 May 2006 (BST)
    Re - Two words. Mall siege. And why/should do I care that you made your first level in 2 days? Also, what is unfair? The length of time it takes for a zombie to level up? Or a survivor? Make more sense, please. --A Bothan Spy Mod WTF U! 09:12, 30 May 2006 (BST)
    Moved rest to disscussion page--The General W! Mod 11:46, 30 May 2006 (BST)
  7. Kill - There is already a peer reviewed suggestion about giving zombies xp for barricading. The extra barricade levels is interesting but I have a feeling that it wouldn't help in mall seiges, it's intended purpose, and would simply result in other large buildings being impossible to get into.--The General W! Mod 08:38, 30 May 2006 (BST)
    • Re - I found the peer reviewed sugestion you said. It grants 1 point of XP each succesful barricade hit. To tell you the truth, 1 XP per hit doesn't seem enough, and you're all saying 2XP per hit looks like too much. Too bad i cant post "1.5" XP per hit =P, or posting "you have 75% of gaining 2XP" looks complicated like hell and has no precedents in-game. And about the extra barricade part, Malls are alredy impossible to get in without Free Running, so i fail to see how this can complicate things more, and I fail even more to realize how 8 extra levels of barricades can't help at all a siege in ANY large building, not only malls. --Matthew Fahrenheit 09:09, 30 May 2006 (BST)}
      • I don't mind the 2 xp bit, but I can't vote on that alone because it's bundled with another suggestion. My reasoning behind the extra barricading is that currently you need about two zombies to bash down an extremely heavily barricaded building, so hoards would still have enough players online without much extra hassle. I do not deny it would help in other seiges, but the problem is that few buildings apart from malls would get enough zombies around it to bash down eight extra levels of barricading. All we would end up with is a bunch of invinsible mansions.--The General W! Mod 16:38, 30 May 2006 (BST)
  8. Kill - Whats that? We're disbanding our horde becasue its not fun anymore? You say we haven't made it into a single safehouse because there are too many baracade levels now? I don't see the problem, now we get XP for lowering them, that should balance things out when we are already maxed out. - Nerfs any zombie who is high level and makes it not possable for anyone to get in max-baracaded safehouses without a massive horde --Teksura 09:16, 30 May 2006 (BST)
    Re - Ok, i will respond only to the part of your vote that i did understand. Most buildings of Malton are small buildings, and Necrotechs, Hospitals and most Phone Masts are in small buildings, just to mention these kind of buildings that have features no present in Malls. These places will be still as easy targets (or hard targets) as they are now, no changes. And every new zombie-survivor skill adition nerfs past times and older players, when you/they didn't had the opportunity to use it to your/their advantage. That kind of argument is as invalid as coding complexity or "is up to Kevan to decide", IMHO. --Matthew Fahrenheit 09:33, 30 May 2006 (BST)
  9. Kill -First of all XP for barricade bashing has been in peer approved for months now. feeding groan is there to solve the rest of the problems you described. which it does reasonable. I have my doubts about memories of life as I have my doubts about shambling gait. I think that targeting those will do more for starting zombies then this. And even survivors aren't waiting for stronger barricades.--Vista 11:40, 30 May 2006 (BST)
  10. Kill - Vista makes sense to me. --Jimbo Bob ASS oU! 11:43, 30 May 2006 (BST)
  11. kill - you propose....Large Building that have the main disvantage of when a zombie enters it can move freely to any of its squares. This already exists, thus proving your understanding of the game still needs toning, good suggestion over all, but breaking it down to several suggestions are needed. BTW you cannot suggest more than 3 per day, if you were to going to break it down to several suggestions. :). I like your effort, work harder!--Changchad WTF oW! oSGP 13:52, 30 May 2006 (BST)
    Re - I know that that disvantage of large buildings is alreadfy implemented. What i did propose was to balance it with few more barricade levels. Read again the suggestion, for the sake of not looking like i didn't know that. Thnks for the compliment =D . --Matthew Fahrenheit 18:06, 30 May 2006 (BST)
  12. Kill Dear god no. You want to get past 'cades as a Z? Do as I do! Horde. Listen for Feeding Groans. Horde. And most importantly - Horde. Did I mention Hording already? David Malfisto 14:33, 30 May 2006 (BST)
  13. Kill - As everyone says, zombies are supposed to come together in hordes, with ferals following the feeding groans. And besides, it doesn't say what the success rates will be for the new levels of barricading. --Dan 14:36, 30 May 2006 (BST)
  14. Spam - Leave barricades alone. Timid Dan 16:09, 30 May 2006 (BST)
  15. Kill - XP for 'cade smashing is already peer-reviewed, and 'cades don't need additional levels. --Ember MBR 19:30, 30 May 2006 (BST)
  16. Kill Feeding Groan solves the problem of zombies being unable to reach survivors or find hordes. And extra barricade levels would make malls fairly invincible. --Jon Pyre 21:02, 30 May 2006 (BST)
  17. Kill - 1) Make a suggestion, not a rant. 2) The figures(like the XP gained for each 'cade drop) are much to high. 3) while other suggestions like '1XP for removing a cade' have been made before, I can see why Kevan has been hesitant to implement them... --Raystanwick 21:55, 30 May 2006 (BST)
  18. Kill - Only because of the extra barricade levels. Timid Dan, shut up. Barricades need work. They are not perfect. Far from it. Also, that's nowhere near a valid Spam vote, or at least shouldn't be. Kill vote, but not Spam. --Pinpoint 22:36, 30 May 2006 (BST)
  19. Kill - This seems too much like an XP generator for zombies - and what if a zombie spy sets up on the other side to feed the baricade? Hoestly, I have no problem with new zombies getting more XP, but it needs to be refined alot more. Dropping the XP penaltiy for low level zombies might make more sense. --Darkstar949 23:30, 30 May 2006 (BST)
  20. Kill - I would go for zombies getting 1 XP every time they reduced a barricade a full level (i.e. from "very" to "quite" strongly--not from VS+2 to VS+1), but this is overkill. EH+++ fortifications seem unnecessary. On an unrelated note: reading your sub was like being forced to reread Ulysses. Please proofread your suggs more carefully in the future. --Bulgakov 23:56, 31 May 2006 (BST)
  21. killI agree with the zombie ability but the fortification is overkill--xbehave 12:31, 11 June 2006 (BST)

Urbandead Forum

This suggestion has been Spaminated with 3 Spams and {{{2}}} non author keeps.Removed as the rules state that a moderator may remove any suggestion with three of more Spams and where spams outnumber keeps. It was not an actual suggestion for the game itself. Note to the author - If your wish to discuss this in standard message board format the feel free to contact me here. The General T Sys U! P! F! 09:11, 30 May 2006 (BST)


New Flavor

Timestamp: 04:38, May 30, 2006
Type: Flavor
Scope: Attack messages, building descriptions
Description: This is my first suggestion, so here we go. I have noticed while playing this game that it seems somewhat lackluster. I propose adding new flavor messages. For example, when a Survivor kills a Zombie with a Fire Axe: "You swing the axe at the Zombie, embedding the axe in its chest. It falls to the ground and you pull the axe from its body." Other messages could be added to be randomly displayed. Also, building descriptions are very bland. I get tired of the same description in building after building after building. Just some minor flavor enhancements, nothing big that affects the game.

Votes

  1. Dupe - Countless times over. --A Bothan Spy Mod WTF U! 16:48, 30 May 2006 (BST)
  2. Dupe - of this, but with far less detail. Please check Peer Reviewed and Peer Rejected before being flamed off the page. --Timid Dan 17:04, 30 May 2006 (BST)
  3. Dupe - *Insert Dez style flame here* David Malfisto 17:54, 30 May 2006 (BST)
  4. Dupe - I had chicken tortilla soup for lunch. It was good. --Mookiemookie 18:18, 30 May 2006 (BST)
  5. Dupe -Do we have to spell it out for you?--LCpl Mendoza 18:38, 30 May 2006 (BST)
  6. Dupe, dupe, dupe. Dupe of URL, dupe, dupe ... [1] --Dan 19:31, 30 May 2006 (BST)
  7. Dupe Need I say more? --HamsterNinja 19:45, 30 May 2006 (BST)
  8. Dupe - Pick any statement above my own. --Teksura 21:30, 30 May 2006 (BST)
  9. Dupe - What Teksura said, including what Teksura said. Well, except the chicken tortilla one. --Jimbo Bob ASSU! 21:39, 30 May 2006 (BST)
  10. Dupe - Even this reason is a dupe. Just read above. --Bob Hammero TW!U! 21:40, 30 May 2006 (BST)
  11. Dupe - Chicken tortilla soup is the nourishing snack of The Devil. --Undeadinator 23:43, 30 May 2006 (BST)
  12. Dupe - Dupe-it-e-dupe-op-op-upe. 343 23:53, 30 May 2006 (BST)
  13. Dupe - Why hasn't this been deleted yet? --ZedKilla 00:48, 31 May 2006 (BST)
  14. Dupe - Perhapse it is a record dupeage attempt? --Etherdrifter 15:15, 31 May 2006 (BST)
  15. Dupe - A record dupage you say? I'm on!--William Raker 11:45, 1 June 2006 (BST)
  16. Dupe - Dupe ahoy captain! Of the starboard bow! --Dudefromhell 02:47, 12 June 2006 (BST)

Linear XP

Timestamp: 20:31, 21 March 2006 (GMT)
Type: Skill buying system alteration
Scope: Everyone
Description: Resubmitted from several times before, with new better numbers and increased topicality.

THIS IDEA DOES NOT RESET THE GAME. YOUR SKILLS ARE WIPED, BUT ALL THE XP YOU'VE EVER GOTTEN, INCLUDING WHAT YOU HAVE SPENT ON SKILLS, YOU WILL GET BACK, SO YOU CAN BUY THE SKILLS AGAIN. THEY'D SIMPLY COST DIFFERENT AMOUNTS. PLEASE READ CAREFULLY BEFORE VOTING. THANK YOU.

I submitted this a long time ago and it was shot down, but it's been long enough and and situation is different enough I believe it deserves a resubmit. I've also clarified the details somewhat, to please don't be an ass and call dupe. Anyway. My idea works like this: Homogeny is a big problem in today's UD world. The suggestion prior to this one, regarding endgame skills with high XP costs, attempts to remedy this problem, but I feel there should be a more fundamental solution. Thus I propose that instead of a flat 100XP cost for skills (with class/crossclass multiplers) the cost should go up depending on your level. The first skill a new character buys should cost 50XP. All subsequent skills should cost a bit more, but going continuously up so that the cost to buy every skill in the game is huge. I'm thinking the total cost ought to be 10,000 XP. Assuming an average overall XP/AP rate of .5, which seems pretty conservative to me, the total time to get every skill would be 417 days. That seems about right. A character with every skill ought to be an incredibly rare thing, the hardcore people who have been logging on every day for more than a year. Therefore, with each level the cost of the next skill will go up by 13 XP (i've done the math on this--assuming 38 skills, that'll come as close to 10000 as one can get without fractions). So 50-63-76-89 and so on.

Now, about all the players that already have huge numbers of skills. Simple: they lose all their skills and are refunded 100XP per each (or 75 for class skills and 150 for cross-class, depending on their status) and this, plus whatever XP they have currently, can be freely spent under the new system. Yes, this will be painful. Yes, I would rather my high-level characters could stay high-level. But there's really no other way I can think of to solve the homogenity problem short of actually resetting the game, which nobody wants. This method turns an essentially simple skill-acquisition system that becomes meaningless very quickly into one with a lot more depth and strategy involved--you hesitate a lot more before buying Shopping when you know it'll take 1000XP before you can get Bargain Hunting, and for that entire 1000XP Shopping will be pretty useless, since it'll be more profitable to search in a Hospital or PD. IF you're going to be a gunner, buying all the gun skills first will make it that much harder to get essentials like Free Running or Diagnosis--perhaps you ought to hold off on the shotgun skills and only buy the pistol ones for now--but of course that means the shotgun ones will cost more later. I think that boost to the flair and flavor of the game is worth experienced players losing some power.

The New Stuff: Some players of UD got bored and decided to start their own low-tech, browser-based, free online game. It's called Nexus War, and I have to say that frankly, what I've seen of it so far I like a lot better than UD, and I'll tell you why: the class system. They were starting a new game, rather than changing an old one, so they could build on something learnt in UD: homogeneity is boring. NW has 1 starter class and a branching system that eventually lets you choose from 13 different end classes in three different factions, each with their own exclusive skills, and you could run one character for every faction if you liked. Now, I love UD and I intend to keep playing it. But I'd love it a whole lot more if we fixed this. Solve the homogeneity problem. Vote Keep.--'STER-Talk-Mod 20:13, 30 May 2006 (BST)

Votes

  1. Keep - I've already given all my arguments in the suggestion.--'STER-Talk-Mod 20:13, 30 May 2006 (BST)
  2. Keep -hagnat mod 20:24, 30 May 2006 (BST)
  3. Keep - In before knee-jerk "I WANNA KEEP MY SKILLZ" Crybabies. – Nubis 20:25, 30 May 2006 (BST)
  4. Kill - I wanna keep my skillz. Besides which, adding new skills is far more interesting than balancing old ones. If you want to solve the homogeneity problem, add new skills that cost more XP and require high levels. --Ron Burgundy 20:34, 30 May 2006 (BST)
  5. Kill - Yes, I think the skill system needs to be revamped, but not in this way. It wouldn't make things more interesting for me to have to work even harder to get skills that I've already used before. It would just make me lose interest more quickly. I think that new skills should be added under this system, however. I'm sure there are plenty of peer reviewed new skill ideas for Kevan to implement that would allow us to double the number of available levels, so I don't think we need to wipe everything out and start again. Also, minor nitpick: I think you mean "Linear XP," not "Exponential XP," since it sounds like it's growing linearly, not exponentially. --Bob Hammero TW!U! 20:36, 30 May 2006 (BST)
    RE:Hmm, good point. The original version had it exponential, until someone pointed out I'd screwed up the math and it'd take several years to get everything. I'll just change the name then. that doesn't count towards having to restart the vote, does it?--'STER-Talk-Mod 20:41, 30 May 2006 (BST)
    Invalid Re moved to Talk:Suggestions#Linear XP. --Bob Hammero TW!U! 21:14, 30 May 2006 (BST)
  6. Kill - Existing criticisms still apply to this version. Skill costs are consistent because XP gain in UD is consistent. If players gained XP at a faster rate as they improved, it would make sense to bump up the skill costs over time. However, a veteran player cannot gain XP at a significantly greater rate than a player with a couple combat skills. --Ember MBR 21:04, 30 May 2006 (BST)
    Well, no. That's kind of the point. You should get your first skills quickly and the gap between skills should get longer and longer as you get stronger.--'STER-Talk-Mod 21:05, 30 May 2006 (BST)
  7. Kill - Listen. Just leave it as it is. If people don't like the game, quit. I find it fun. I like skills the way they are. And I don't like you. Sonny Corleone WTF 21:08, 30 May 2006 (BST)
  8. Kill - Sure, you get the XP back, but you don't necessarily get all of your SKILLS back. I can't imagine how horribly frustrating it'd be for somebody with all the skills to log in and discover that everything is gone. Or how frustrating it would be for zombies with Brain Rot to discover that they've been revived because the brain rot skill got removed via this mechanism. Or the folks with bodybuilding who suddenly lose 10HP and die before they log in. Let's also talk about the folks with inventories and items that have stuff that becomes suddenly marginally useless because they can't buy back all the skills to use it. It's a reset, it'll piss people off to high heaven, and it's a BAD idea, there's no way to make this work. --Timid Dan 21:12, 30 May 2006 (BST)
  9. Kill Taking away skills isn't the way to make the game more interesting. Urban Dead has too few skills to really work as a distinct class kind of game. A more complex game like World of Warcraft requires several classes. The priest heals. The warrior takes damage. The mage shoots beams of magical energy. Groups form and have real-time combat where each unique member has an important contribution. Everyone is powerful but different. However in Urban Dead your class system would just have one guy who can heal an extra 5hp but sucks at everything else, one guy who can fire guns but can't find ammo well, and a guy who can find ammo at the mall but has a 5% accuracy rating with a pistol. Instead of "powerful and different" urban dead would become "I have two skills". Making characters suck for a very long time isn't the way to improve the game. --Jon Pyre 21:13, 30 May 2006 (BST)
  10. Kill - I don't like the idea of suddenly going back to level 1 even for a short time. I earned my skills, I'd like to keep them thank you very much. --Teksura 21:34, 30 May 2006 (BST)
  11. Kill - What Ron and Bob said. And yeah, this is still at least a partial reset. --Jimbo Bob ASSU! 21:44, 30 May 2006 (BST)
  12. Spam - This would have the same effect as a reset, unless a maxed out character currently has 10,000XP. Anyone with less then that would be LOSING skills. Also, it does NOT solve the problem of homogeneity(and weather it is a problem or not is debatable), it only postpones it. If you really want to see differentiation at the highest levels, suggest Class exclusive skills.(which probably should cost 200XP or more)--Raystanwick 21:48, 30 May 2006 (BST)
  13. Kill - Remember that UrbanDead is still Beta. --Rozozag 21:45, 30 May 2006 (BST)
  14. Kill - /me is a I WANNA KEEP MY SKILLZ crybaby --Mookiemookie 21:49, 30 May 2006 (BST)
  15. Kill - One of the things I like about UD is that it's not about farming XP. You level up, and then you play siege defender or go on barricade patrol or whatever. If you make it hard to get all the skills, it would be about farming XP again. --Dan 22:11, 30 May 2006 (BST)
  16. Kill - For some of the reasons above. --Pinpoint 22:45, 30 May 2006 (BST)
  17. Kill-The reason i am voting kill is simple.To keep things simple.I play on nexus and i wont lie i fucking love that game but for urban dead i think we should leave it alone except for maybe a few tweaks for the time being.--LCpl Mendoza 23:49, 30 May 2006 (BST).
  18. Spam - Don't reset. Simple as that. I don't think anyone who just maxed a character and wanted to join a group wants this. I would quit if this was implemented. 343 23:55, 30 May 2006 (BST)
  19. Keep - Maxed characters shoudn't be so common. Also, in my experience, more skills DO mean faster xp harvesting. --McArrowni 00:28, 31 May 2006 (BST)
  20. Kill - Check the suggestion guidelines. This goes against one of the most important ones. Don't mess with skills. --ZedKilla 00:50, 31 May 2006 (BST)
  21. Kill - The only way this would work would be if it was voluntary on the player's part, and there was some sort of carrot for doing it. Like, if they log in and have six new skills available, but the cost of their next skill is what they owe on everything they have based on the new tiers plus the new skill level based on the tiers, and they have the one-time option of wiping thier skills and re-buying whatever they wanted. In other words, they can keep what they've got, but they've got to earn 3000 xp before they can buy the next skill if they have 20 skills and they don't want to dump everything they know. Or they can dump all thier skills and rebuy to get the ubercoolhaxor skillz. This way those with all the skills already don't get screwed unless they want access to the new skills. It would grandfather the previously maxed characters in, but they wouldn't be able to get anything new until they caught up XP-wise. --Cinnibar 01:02, 31 May 2006 (BST)
  22. Keep - Meh, whatever. I'll still have all the skills I need. David Malfisto 20:51, 31 May 2006 (BST)
  23. Keep - I think this would be a welcome corrective.--Bulgakov 00:07, 1 June 2006 (BST)
  24. Kill - It does not take that long to get all the available skills? I still dont understand the problem. Kill or Heal then buy skills. You could even make a game of it and see how quickly you can do it. A repeantant rotter could bow out or half maxed survivors could go max zombie. Folks have put plenty of stratagey behind the decisions they have already made. Does NW allow players to sell back their skills? Weird. Why? --Spraycan Willy MalTel 09:28, 2 June 2006 (BST)
  25. Keep i like the idea of making it harder as u go on--xbehave 12:41, 11 June 2006 (BST)
  26. Kill Don't Reset The Game... At all! --Dudefromhell 02:50, 12 June 2006 (BST)

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