Talk:Other Ideas

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Suggestion Discussion

  • Supply lines - It's beginning to look like holding any territory that isn't handy to a mall is quite difficult; you can't drop or share objects (for obvious balance-related reasons), so when you run out of ammo or whatever, if you want a decent chance to refuel you have to hit the mall again. When someone drops an item of a particular kind, it could slightly increase the likelihood of finding that item in a particular searchable location, for a limited period of time (let's say about 0.1% per object, with a duration of about a week). This would allow people to set up supply depots in particular locations; some characters wander back and forth between the mall and the depot location, dropping a bunch of stuff to beef up the find rate somewhat. Since they wear out after a week, the supply lines would need to be maintained; also it might make sense to drop the find percentage by a proportional amount when people get things (down to the natural minimum, so as not to penalise young survivors).

Penumbra 20:30, 27 Oct 2005 (BST)

  • Body disposal/disinfection - When a dead body of a recently killed zombie is nearby, It can be burned using the fuel can by certain characters(firemen/military) to prevent it rising in the same spot which IMO provides an unfair advantage for hordes. Instead of perma-death for the zombie, they instead rise again in a random part of the city.

--Allan Barr 14:30, 12 Oct 2005 (BST)

  • Barricaded Entry - Cost of 2-4 AP to enter a barricaded building without the use of Free Running. Lower levels would still be at a disadvantage, but less so. Note: Entering a building with "Barbed Wire" would cost 1 HP per AP used to enter it. AP cost varies on barricade strength. --ClearSeventy 11:15, 27 Sep 2005 (BST)
  • Seasons - Quite simple really. Every couple weeks, the season would change. It would also describe the weather when you log in (the weather would be consistent throughout a season, but a random description would be brought up upon logging in). In very cold weather, without having found sufficient clothing, your movement would be hindered. 2 AP to move and lose 1 HP per AP used. Certain buildings would provide warmth. This would boost the "barter/trade" (not yet implemented) and "survival" aspects of the game.
  • Fire - It's the apocalypse. Where's the fire? You've got firemen, fireaxes, fire stations. Fire? Nope. Start a fire somewhere. Fire applies to a location and has a HP value. For every 1/2 hour, every fire increases by 5-10HP. Anyone without the "Firefighting" Skill standing in a square with an active fire has a % chance (maybe based on the HP of the fire) of taking 1-X HP of damage (where X = HP of the fire) per AP spent (or per 1/2 hour passed of inactivity in said square). Firefighters (maybe of a certain Level or higher) automatically bequeathed a free skill, Firefighting, when the Fires are initiated in the system. Firefighting: the ability to be in the same square as a fire without a 1/4 percentage chance of getting hurt, and causes 2x damage to a Fire. Others can pick up Firefighting skill for 150-200 XP. Anyone can attack a Fire with a Fire Extinguisher or Fire Axe, but does more damage when they are inside a building (there is a greater % of getting hurt while insider a building on fire). Damage done to a fire while outside or inside a building affects the overall damage of the fire in the square. Building search % chances are reduced by the HP of the Fire in said building. There should be a maximum HP of any fire allowed in any square; Streets can be set on fire, but have a smaller HP maximum. There is a chance per 1/2 hour (% based on the HP of the fire) of it spreading to any nearby squares. Certain buildings (warehouses, office buildings) may have a higher % of spread. XP may be granted on a 1 XP per 5 HP of Fire fought. --Squashua 29 Sep 2005
Keep/Change--This idea is really kickass, and the way you've set it up would actually work, unlike almost all fire-related suggestions. Just one addition; it needs to be clear that this won't work if people can start fires. They'd have to start randomly--probably on a fairly regular basis, this being a city in chaos after all.--SA-TA-EK-Rumisiel 21:10, 27 Oct 2005 (BST)
  • Relocate Single IPs - If characters under the same IP come within a even few blocks of eachother, kick one or both of them out in opposite directions a few towns away. This would happen automatically, allowing for the "Trade" feature to come into effect as well as reduce and discourage cheating. --ClearSeventy 10:49, 29 Sep 2005 (BST)
Yes, but what about two players on seperate IPs working together? If I have a player I only control at work, and a player I only control at home, then your system doesn't work.--Volmarias Oct. 1, 2005 10:49AM EST
We install cameras in your house, your work, your car, your bathroom and make absolutely certain that you are not somehow trading with yourself from work. Obviously, there's not really much that can be done about people who bother to play from 2 seperate ip addresses, but this is true for any online game there's ever been (that isn't real-time). We will simply have to settle with diagnosing you with multiple personality disorder and moving on. Fact remains, if 2 characters from the same ip are working together, it's a relatively safe bet that kicking them a few blocks apart is the right thing to do. --ClearSeventy 06:22, 6 Oct 2005 (BST)
  • Update Profiles - We should be able to update our profiles and possibly be able to add some RP information suchs as gender, description, background, etc.
  • emotions- things such as "anger"(you do 1 more damage but you can't find items) or "calmed"(you have more chances of finding items and hitting your enemy, but you do -2 damage) and "scared" (you run much faster but you can't hitt the enemy and you regain only 1 ap/hr) this are for humans and zombies and they can be changed once every 12 hours. zombies can change it without waiting but they waist ap by doing it (emotions are chemical states in the brain so having some parts of them transformed by the virus they don't need time to change), you stop having emotions when you get the dead calm skill
Random guy
  • Special Statuses - Things such as 'Drunk' (you don't suffer hunger but you can't see the diference between zombies and players), or 'Poisoned' for a zombie bite (you get -1HP every 30 minutes).
    • to get drunk you need to drink 2 bottles of wine or 3 of beer
  • Immunity - Instead of getting killed, next time you get your HP down to 0 you faint, when you stand up you have half HP & XP, but you're still human. This could either be a temporary skill or an effect brought on by a NecroTech syringe (possibly a new type).
  • Kill Counter - You have a counter of how many have zombies and humans you killed, but not their names or profiles.
  • Hunger - Survivors lose 1HP per day.
  • Hunger Alternative - Once forty AP have been spent continuously without eating (food, the survivor's Max HP is reduced by 1 per AP spent (Since Bodybuilding increases Max HP, starvation should do the opposite). I hate having a great idea and then seeing it here already ;P --Juntzing 05:57, 8 Oct 2005 (BST)
  • Second Hunger Alternative - People need to eat; without food they die. Humans might need to eat once every 5 days or they die. This would push humans to search for food and add more tension to the game. Squashua
  • NecroTech Information Degradation - Rather than having zombies' "Already been sampled today" tag resetting en masse, have a staggered reset to avoid the huge NecroTech gold rush at midnight GMT. This could be based on e.g. the zombie character's creation time or time of tagging, and as granular as every half hour, as with APs (piggyback on same process?). Would potentially reduce the midnight server load and restore some randomness to DNA extraction success's likelihood.
Necrotech senior scientists had previously operated from the hypothesis of a correlation of diurnal cycles with zombie DNA mutagenesis. Examination of existing collection practices have demonstrated no such correlation. Furthermore, a recent paper by the esteemed Dr. West has put forward a new model of diachronic DNA alteration that has implicated DNA collection practices in data contamination. For these two reasons, Necrotech's new DNA policy is that there should be at least 24 hours between DNA samplings on a per-zombie basis.
  • Revival Shock - Players recently revived (past day? past 5 days?) by a NecroTech syringe can only accumulate a certain number of XP for actions. (Say 10. To reflect the horrors of the grave, but also to balance the apparent advantage the living currently seem to be having over the dead.) --grantb 16 Sep 2005
  • Wirecutters reloaded - There are two things which I found very irritating at the moment: 1 - the number of heavily + barricaded buildings is growing exponentially, as humans seems to construct them faster than zombies are tearing them apart. As a result, you're almost obliged to take Free Running very early as a survivor if you want to be able to enter any interesting buildings, providing you found one nearby which is only very strongly barricaded and act as a gate for all the others. This is unbalancing the game at low level towards Military players, and really deprive the Scientific class of having any interest whatsoever (as you will spend you precious first XP in buying Free Running maybe as your second or third skill, and it's costing you more than the other classes). 2 - The game is now packed with the most useless item ever: Wirecutters. All the beginning Firefighters have one (and there are a lot of new players beginning with being a firefighter), and you can still found them in Fire stations and malls. Unfortunately there is not a single wire to cut anymore (or so it is believed). Why do you want to keep loading the game database with such a useless item now ?
So here is the proposal: Using a Wirecutters on a barricade is dropping its level by one, 100% success, all the time. That's it. Suddenly, it takes much less effort for new players to set foot in all these barricaded buildings, even if in the process, they are actually helping the zombies as well, ultimately. And suddenly, the Wirecutters, as a game object (and a database entry) become useful again. Now, if people think it's too powerful, maybe just add a chance that the Wirecutters become useless after you have used it (I don't know, something like 40% of chance of breaking after each use, for example). People would be seeking them, and Firestations will become attractive targets again for human and zombie alike.--Cat Lord 22:09, 17 Sep 2005 (BST)
I think it should possibly be a rocket launcher as well. By which I mean a 100% chance of destroying a barricade is horribly unbalanced. However, the idea is interesting. Continue this in the Talk page, though. --Katthew 22:13, 17 Sep 2005 (BST)
Why not just make there be a "Razor Wire" item found in armories? Using it would make the area enclosed and wirecutters would have to be used again to break through. --LibrarianBrent 01:46, 18 Sep 2005 (BST)
Instead of blocking access, it should deal 1 damage to anyone coming in or out. --The Sham 01:50, 18 Sep 2005 (BST)
Yeah, that'd be more fair. Added to Items category. --LibrarianBrent 02:08, 18 Sep 2005 (BST)
  • Familiarization - According to what class you are you have a higher chance of finding items. For example, military classes find weapons and ammo better in forts and armories or scientists find medical and Necrotech equipment easier due to being in familiar surrounding and previous employment in that particular type of building.
Keep--nifty idea. Realistic too.--SA-TA-EK-Rumisiel 21:10, 27 Oct 2005 (BST)
  • Syringes and Survivors - Using a revivification syringe on a human has a 10% chance of conferring temporary super-endurance (adds 15AP, cannot boost beyond 50AP) and a 30% chance of killing instantly.
  • Death Cultists - Driven insane by the stark terror of Zombie Infestation, Cultists now see the Zombie Hordes as their saviours, and worship them. Believing the Zombie Plague to be an 'Act of God', and that only the truly worthy will survive, they seek to hasten the progress of the Zombie Infestation and deliberately undermine the efforts of other survivors. - In other words, create a class specifically for PvP, for the players who wish to play that way. Cultists would gain combat XP as per Zombies (normal vs Survivors, half vs Zombies). They wouldn't necessarily have special skill trees, but would mostly be Civillians and Scientists (Military characters are hardened more vs the Horror). Note that the Zombies themselves don't really care about the cult, and treat them as survivors in every way.
  • Four (4) AP Per Hour - Would much improve the flow of the game - as to why I say this... Given that a normal in-game cycle is 50 AP (I am not questioning that), what is to be question is what is the “normal” game-player cycle. I suggest that cycle is two plays a day - one before the game-player begins their normal day-time activities and one after they have completed their normal day-time activities. By increasing the APs to one every quarter-hour, this would allow for a “full” in-game cycle during each of two daily plays. There is even online RPG precedence for this. In RavenBlack's Vampires after an investment of much playing-time or a donation of $53US, a game-player can obtain “Celerity Level 3,” which allows “the Vampire's action points [to] recharge once every [15] minutes.” One last comment, yesterday I posted an abbreviated version of this suggestion and it was deleted, apparently because they “Deleted duplicate/already denied suggestions.” Two points on this: things change - so what was yesterday’s “no-way” can become today’s “way,” and to quote Kevan from the top of this (Suggestions) page “Add your suggestions accordingly, and do not delete anyone else's. Minor spelling corrections and such are acceptable, but utterly rewording and/or deleting a suggestion is for admins only. Rest assured, if it's bad it will be spotted and removed. Do not feel you have to do this yourself.” And, I don’t think this suggestion is “so bad.” --Walt.... 16:04, 21 Sep 2005 (BST)
Doubled-AP doesn't matter so much in RavenBlack's Vampires, because there's a hard-coded restriction on how often you can attack other vampires (I think once you've attacked them for 1 blood damage, you can't touch them again until they move). There are also a lot more things to spend AP on in Urban Dead, a lot more ways to get ahead of people who are only checking in once per day.
You're not quoting me at the top, I don't know who wrote that. But the "already denied" might be referring to the FAQ question that covers this. --Kevan 16:10, 21 Sep 2005 (BST)
While I'm sure that some people would appreciate having boosted AP, it would unbalance the game drasticly (as mentioned in the FAQ). Having high level skills (probably for a lot more than 100xp) that increase AP regeneration or the max limit may work out though, but increases would have to be small enough to not break the game (perhaps a skill that increases the limit to 55AP, or one that regenerates a bonus AP once per two hours). - Zark the Damned 17:21, 21 Sep 2005 (BST)
  • Proficiency Points- you get one every level-up, you can get extra accuracy (+2% per point), Hp (1 x level), evasion (-2% chance of being hit), intelligence (+3% chance of making a barricade) or luck (increase the chance of finding an item), you level up each 100exp.
  • Different Game Style - By having the game act as an ongoing world, it runs the risk of becoming stale. If you have a maxed out character, there's no need to continue playing. An alternative way of playing would be to have rounds that expire after a month. At the start, you have 1 human character, and 1 zombie character. Your human must survive, and your zombie must hunt. There are NO revives. As the humans die, the zombie population increases, and more players hunt with two zombies. The 'Last Man Standing' is considered the winner, or whoever is remaining after a month has passed. Ranking could be made based on level and XP. Due to the 'round' nature, new signups to an in-progress round would not be allowed, but the game could run 4 consecutive rounds, one starting each week. This would keep the game fresh, tense, and give players a goal to strive for.
Kill--This might be an OK game idea, but it's simply too drastically different from what UD is all about.--SA-TA-EK-Rumisiel 21:10, 27 Oct 2005 (BST)
  • Knife improvement - Knives and the knife proficiency skill are nearly useless, essentially being weaker versions of the equally accessable (actually much more accesable, via the fire fighter character) fire ax weapon and proficiency. But a matched set of chefs knives or meat cleavers should be quite nasty in the hands of a skilled fighter. So here is my idea- double the skill bonus for for knife proficiency to 30%. This means that unskilled user or one with combat proficiency would still do the same damge as before, but a true knife specialist would hit 55% of the time, dealing an average damge of 1.1HP per attack AP; this is comparable to a fully skilled fire-ax wielder's 1.2 HP per attack AP. Its a simple change, but it would acomplish two nice goals. First, knives would then be an effective stylistic role-play option for the player who chooses the knife proficiency skill. Secondly, it would give dedicated melee fighters (who currently have fewer useful options than gun users)) a weapon they can use to cause 2 damage at a higher hit chance, helping them quickly finish off 4hp enemies (as an example) without wasteful overkill. BTW, I figure that if you find one knife, you'd find several, so its safe to assume anybody with a knife (and the proficiency) had a chance to pick up one for each hand - hence the doubled bonus for skilled use! (sorry for the multiple edits; I'm new to wikki, and had to re-check the damage effect) - Swiers 8:31, 21 Sep 2005 (CMT)
BTW, If this was implimented, you might also consider moving Knife Proficiency so that it can be purchased as a stand alone skill, without combat proficiency. At 40% to hit and .8hp per attack AP, a player with this combo would be doing slightly better than a starting fireman- I'm betting it would be quite popular for military types worried about running out of ammo. Swiers 9:01, 21 Sep 2005 (CMT)
Or you could put swords on shops that deal 5damage and increase the accuracy with knife combat
You could do that, but then you just have a better fire axe. Why make the axe obsolete? The above suggestion makes the axe and knife comparable, and the fact that the knife has an even damge value (2) makes its useful alongside the ax, in certain cases.
Keep--all the reasons already mentioned. Melee needs more variety.--SA-TA-EK-Rumisiel 21:10, 27 Oct 2005 (BST)
  • Ajax - To improve the user experience and reduce website traffic, use AJAX technology. Better yet, offer a XML-RPC or JSON-RPC interface so people can write alternative clients (or even bots?!). Lorphos 19:25, 23 Sep 2005 (BST)
Keep--I agree with this, I was going to suggest it myself, but I see you beat me to it. This would improve the game experience a lot, and definitely cut down on server load, which is good for everyone.--Joe McO'Robertson 07:55, 10 Feb 2006 (GMT)
  • Hardcore/Iron Man rewards - There should be some benefits or rewards for people playing a 'Hardcore' game; those people trying to keep their character alive in a city filled with zombies without dying once. The same is conceivable for zombies. So if a player were to reach level 5 without dying once (Or, starting as a zombie, being revived/reduced to 0 HP), perhaps a new skill would be accessible to them, to represent their increased powers of survival compared to the common player. Or their maximum hitpoints could be increased by 5, to represent better endurance. The same could occur at levels 10, 15, etc, possibly with larger benefits as time goes on. As it is, anyone playing the game and putting a more realistic amount of concern on keeping their character alive is given no incentives whatsoever. Without there being any 'risk' if your character dies, it makes it more likely for gameplay to eventually become stale; this is a viable alternative to permadeath. --Cortman 12:49, 24 Sep 2005 (BST)
  • Searching - Just a quick idea about searching. If you do a search and would find an item you already have that is useless in duplicates (e.g. Flak Armour, GPS unit) then it is automatically replaced with another random item you could find in that place (e.g. Pistol Clip). It would help reduce the clutter and annoyance of finding 3 flak jackets in a row... --Zark the Damned 11:17, 27 Sep 2005 (BST)
The trouble is this game is supposed to be real. If your searching a PD and you find a Flak Jacket room, they're not going to be replaced by Pistol Clips, you find whatever you can in the time you have. - Ugly Toy 15:07 29 Sep 2005
Instead of this, maybe if you find an item that is useless in duplicates (Flak, GPS, etc), tell the user that he found it, and doesn't need it, and throw it away automatically. This would make my life tremendously easier.
  • Scaling System - Human and zombie players are made more or less powerful based on the ratio of humans to zombies in the game. Currently, there is about three humans for each zombie, so if a scaling system was put in place the zombie damage and hit rates would be increased signifigantly, making it easier to play as a zombie than as a survivor, and encouraging more people to play zombie characters. The number of zombie players in the game would increase, and the balance gradually gets restored, until the number of zombie players in the game is the same as the number of human players. If the number of zombies was greater than the number of humans, the human players would be made more powerful.
    • Possible Implementation: The game sets the scale modifier a couple times every day. Whichever set of players (humans or zombies) there's less of gets the modifier. It's zombies, so I'll use zombies in my example. The modifier would be [nh/ih]/[nz/iz] where nz is the number of zombies, nh is the number of humans, iz:ih is the ideal ratio of zombies to humans. The scaling could be weakened by just halving the modifier, or quartering it, or whatever. For every zombie attack, the damage is multiplied by the scale modifier. For every zombie action that has a chance to succeed, the chance is multiplied by the scale modifier.
  • Human XP Farming - Humans have started to XP farm my Zombie. They will run up and shoot me with a pistol, then heal me with a first aid kit, and repeat this process over and over. If Humans are going to be allow to farm XP this way (5 xp at a random interval and 5 automatic XP) then the Zombies need the XP they gain either upped, or Humans need to not be able to heal zombies. This could lead to more unbalances against the Zombies. --echochild 07:46, 28 Sep 2005 (EST)
I agree... make it so that humans cannot heal zombies. It doesn't really make sense anyways. --ClearSeventy 10:49, 29 Sep 2005 (BST)
It's hard enough for low-level Medics & Doctors to level, I don't see a problem with allowing this. Besides, they still have to burn AP to search for the ammo & kits they are using up on you, it just means that the AP they spent searching now can get turned into XP. --Dogbarian 17:00, 29 Sep 2005 (BST)
I disagree. Beyond the fact that it doesn't make a dime worth of sense to use a first aid kit on someone who's already dead, my survivor PC's is leveling almost 90% faster than my zombie PC, and all he uses are first aid kits on other injured survivors. This also makes individuals who just have the Shotgun profiency gain XP that much faster as they get 20 XP as soon as they hit. 1 shotgun blast, 2 medkits. Zombies have nothing this good at getting XP, and we tend to have lower hit percentages anyway, making gaining XP harder. So yes it is slower to level with a doctor or medic. But it's just as slow as anyone else who has to deal with Ammo unless they use this "trick". And trust me, Zombies are slower than both combined. --echochild 15:41, 29 Sep 2005 (EST)
  • Lower Human HP - Right now it takes 6 shots with a shotgun or 12 shots with a pistol to kill a human with body building. It also takes zombies far too long to kill humans. Zombies do not stand in front of a human and swing their arms 30 or so times and not kill a human, except for in this game. I think it would make more sense that zombies be more resilient to attacks than a delicate, warm blooded and soft human body. Rather than a base of 50, I think something more like 30 or 35 for the base would be much more reasonable. It would also be a very quick fix to the current imbalance. --ClearSeventy 11:02, 29 Sep 2005 (BST)
Lowering HP is essentially the equivalent of increasing damage. If the problem is a reduced amount of damage a zombie can inflict, then they should level to better skills that allow for more damage, or should have their damage potential increased.
Instead of lowering HP, there should be more skills to increase zombie hit probability and damage. And, the current base chance for claw & bite attack should probably go up by 10% each.--Dogbarian 17:00, 29 Sep 2005 (BST)
Lowering HP is not equivalent to increasing damage unless both sides are lowered. This suggestion is to lower Human HP only. This would make humans more vulnerable both to other humans and to zombies, without affecting the damage potential of humans at all. The problem is not the amount of damage that zombies can inflict, the problem is the amount of damage humans can take. Should a human be able to take the same or greater damage than a standard zombie before falling down? I don't think there's justifcation for this in either RP or game balance (at the moment.. if the zombie forces get any more significant boosts there may be a game balance argument to be made).
I'm suggesting lowering the HP of humans simply because humans are too strong. You can get all fancy and point to other things... but the fact is that humans are simply too strong and this is the core of many other little problems. Buffing zombie skills isn't going to fix everything. Zombies just starting off would still be way too weak relative to humans. Hungry, mindless, stomping, rotting zombies should definately be able to take more damage than pink-skinned humans. I say this as a human player, and I just step out, blast 2 or 3 zombies and step back in. It's getting pathetic and I'm not even trying. There's not really a sense of danger either. Traditionally, a single scratch is enough to screw a human... now compare that to what we're doing. --ClearSeventy 06:33, 6 Oct 2005 (BST)
  • No XP for PKing - This would reduce PKing. I don't really see any downsides to it either. --ClearSeventy 11:02, 29 Sep 2005 (BST)
This one I agree with, lower the current halved XP for hitting a target of the same "race" to zero. On the other hand, it still won't stop PK'ers, there will always be griefers. But, this way means they don't get rewarded for it. --Dogbarian 17:00, 29 Sep 2005 (BST)
I disagree, a PKer is just roleplaying as a murderer, and zombies should be able to kill each other. Also, what if you're PKing, a PKer, shouldn't you get full XP for that? -- Greig 16:17, 1 Oct 2005 (GMT)
If most PK'ers were roleplaying, I wouldn't have a problem with it. However, most of them are doing it to be griefers, and because it's easier to kill humans as a human than it is as a zombie (since you can pass through barricades, and other people don't kill you on sight). --Dogbarian 01:48, 2 Oct 2005 (BST)
An idea might be to do what some other MMORPGs, such as World of Warcraft, are doing, and have it so that characters can only be attacked by, and attack, others if they designate themselves as PvP. Of course, this would certainly be a pain to implement. --LtR 05:59, 6 Oct 2005 (BST)
Roleplay as a murderer? It's too easy to murder. The game isn't really designed for it at all. You can just go into a PD and blast some guys away with a shotgun... and now they're dead so they can't even say anything for a while. Noone will even know.
  • Allow character deletion - Allow a player to delete their character. Myself and friends all created a number of charaacters to play around with initially, and have abandoned a number of them. Deleting a character will free up the database . --User:terryintransit 14:32:02, 29 Sep 2005 (BST)
Kevan answers this on the FAQ - there is the potential for confusion if someone else then signs up with the name of a deleted character --Uborkapete 16:39, 29 Sep 2005 (BST)
  • Fresh Undead New zombie class, "Fresh Undead" or "Freshly Undead". Unlike a corpse, which has been dead for quite a while, a Fresh Undead has died, been infected, and stood up within a short time, and therefore keeps some recollection of his/her life. Fresh Undead start off with the "Memories of Life" skill. -- Greig 16:19, 1 Oct 2005 (GMT)
  • NPC Zombies Zombies are highly outnumbered. Survivors can run around the city, especially with free running, at will. The zombies are far more frightened that the survivor players. Let's add some simple AI zombie players, even those that move randomly and attack things in the same square as a human player, to recreate some balance in the game. --Levinson 4:14 7 Oct 2005 (Eastern Time)
I agree with this sentiment. I'm currently a 1st level consumer, and the horror and fear of being overrun by the zombie hordes just isn't there. How about this: instead of a player starting of as a zombie, how about a 'zombie pack' of three zombies? All three would be controlled by the player, share the same skills and perform the same actions. Alternatively, bodies or zombies that have remained dormant/inactive for a certain amount of days could become zombie NPC's. Ando Beemer 09:04, 8 Oct 2005 (BST)
  • Critical Hits Zombies are quite hard to kill ('... remove their heads or destroy their brains ...', Shaun of the Dead), while humans are those squishy, rather delicate creatures. I could imagine that a human survivor being hurt, by another human or a zombie, could risk a small chance of having a critical hit, doing 10 points of damage rather than the normal damage. This would only occur when the survivor would have taken damage anyway. If, and only if, the survivor takes critical damage he might also get very unlucky and get killed instantly. His neck snaps, the bullet goes through his eye, the knife glances off his ribs into his heart - instant kill. If you set the chance of a critical hit at 1%, and the chance of a lethal kill at 1%, then it's a small risk (0.0001), but it makes zombies marginally more dangerous. It should be easy to implement (says the guy who sucks at coding)- roll dice to see if human is hit, if hit roll dice to see if critical, if critical roll dice if see if lethal.--Fab Al 13:06, 7 Oct 2005 (BST)
  • Angry Drunk - Anyone who drinks several beers in a row becomes drunk and sees all zombies and humans as X blurry figures. When they attack they strike out randomly. The upside is that they get full xp for PKs and they take half damage while in this state. The downside is that their hit rate drops by half.--TrapperQ 00:43, 8 Oct 2005 (BST)
  • catigory specilization- all humman can pick eaither a military person scientist or civilion. they can not get any other skills. so this would make hummans depend on eachother and can,t become a super powerfull guy who can do everything. then there would bave to be universal skills like free running and advanced meelee combat. and anyone who is already superpowerfull will have to pick what catigory they want, they will lose all other skills from other catigorys but get thier XP back beacuse this was not inaffect when they bought all their skills.
Kill--there's a large and much better written discussion of this on the Suggestions main page.--SA-TA-EK-Rumisiel 21:10, 27 Oct 2005 (BST)
  • Lab Utilization - Instead of searching for syringes like any old monkey, anyone with Lab Experience, like the name suggests, would rather be able to mix the serum in a Lab, i.e. a NecroTech Building. I recon it would be fairly simple to add a "Use Laboratory" button inside these buildings. The change wouldn't be a world of difference, but would give more sense to why syringes can only be found in NecroTech buildings, and it would definitely also represent a relief, not having to spend IP hits to drop all those DNA Extractors and GPS-units. --Grimm 03:30, 10 oct (CEST)
  • Better Role-Play for Zombies - Zombies aren't very rewarding to play. Perhaps an amusing, and not too-bad-to-implement addition would be, with each new skill, anyone in the square (or the zombie) "sees" the new skill acquired. If you get Rend Flesh, someone might see, "A zombie near you suddenly sprouts claws." Infectious Bite might have flavor text like, "A zombie near you begins to drool a thick, greenish foam." This wouldn't affect the mechanics of game play and would add color to the game.
  • Construction Worker - New civilian character class. Starts with construction and bodybuilding, but no equipment.
Keep--nifty idea, seems like it'd be balanced.--SA-TA-EK-Rumisiel 21:10, 27 Oct 2005 (BST)
  • Barricade Mechanics Change - Instead of barricades having a 20% chance of being damaged per attack, it might be better to make every attack do a low amount of guaranteed damage. Some times, it's frustrating to spend thirty AP attacking a building only to get creaks and smashes. And, it's not terribly realistic that something like that wouldn't wear down with each blow (I know, I know, zombie apocalypse game). This isn't as big of a deal when you're part of a large horde because the percents end up about even, but a single human can safely barricade himself up past a level that three or four zombies can do anything about. It seems to me if an attack did a certain amount of damage to the hit points of a barricade (say each piece of a barricade is given 10 hp, claws do the given 2 or 3 damage, while iron bars and axes do five) it would keep the balance by making it more difficult to take them down than they are to put up, but make it possible for lone zombies to win a drawn out war of barricade attrition.--Insomniac By Choice 14:31, 12 Oct 2005 (BST)
Keep--Barricades don't move; why give them a miss chance? Lower damage against them and/or raise their HP, but all attacks hitting is a good idea.--SA-TA-EK-Rumisiel 21:10, 27 Oct 2005 (BST)
  • Breaking Items - You know what happens when you swing that axe too many times? The head falls off into whatever you're trying to chop. Same with knives. DNA extractors could probably stop working correctly too. A small breaking possibility might leave some humans at the mercy of the zombies, and would force axe-wielders to spend a little more time searching. --Shadowstar 11:33, 13 Oct 2005 (BST)
  • Day time - The server could have a day/night cycle, as well. During day, humans can see people and zombies in adjacent blocks, but zombies can't; at night the opposite happens. In room descriptions, it is said whether it is day or night, and sunrises/sunsets are events which are logged (i.e., when you reload the screen the next time you get "the sun has risen" message), except perhaps when inside a building that's been heavily+ barricaded.
  • Darkness - In addition to day/night, buildings could have light levels determining what can be seen (zombies, humans, corpses, sought items) and affecting movement and combat. Moving in the dark has two options: normal, 1AP movement with a chance to injure oneself (a sprained ankle, maybe?) due to unseen obstacles, and 2AP movement to move more carefully and avoid injury. Combat will have penalties due to not being able to see the target, depending on the light level. Levels could range from very bright (sunlight, flare), well-lit (regular), dimly lit (such as a movie theater), and dark. Questions to be resolved in a darkness system are how zombies see, how humans can survive without spending countless AP scrounging for flashlight batteries, etc. Large buildings (police departments, hospitals, etc) could have generators that survivors could repair to provide light until the power plants are brought online, and flashlights/batteries and torches could act as portable light sources. Some appeals to darkness is that it would limit metagame tracking/spying and also adds a slight edge to the zombies with the scent abilities (in darkness, a zombie knows a wounded human is near, a human only knows something just bit him). Confessor 03:47, 15 Oct 2005 (BST)
  • Zombie Safe Houses - I'm no good at writing skills, so I'll write here instead. The Humans have safe houses, why not let the zombies have them too? Maybe they could dig the earth in cemetaries or something to put up blocks so humans can't get to them. Shadowstar 14:39, 15 Oct 2005 (BST)
  • Progressive Decomposition - We all know that the first zombie in an outbreak is usually not recognized as a zombie. This is usually because they don�t look like one, presumably due to them having only recently been killed/raised and therefore having not had a chance to decompose much. Applied to gameplay, this would suggest that new zombies perhaps should not be immediately identifiable as zombies. They would still function as zombies, with both the strengths and limitations of a zombie, however in the description pane, they would be listed by name, and appear human, except to other zombies (who always know their own kind) and zombie hunters (who will need to get a new skill). As they raise in level and acquire new skills (or alternatively as they get more and more disfigured by being killed numerous times) their appearance will gradually decay and make them more recognizable. This will hopefully add some new challenges to survivors, and make things a little easier for new zombies.
  • Sound - Actions would generate noise which would reverberate to certain distances in certain environments. Handgun shots could be heard maybe three blocks away, shotgun blasts maybe five. In certain environments perhaps footsteps could echo for a short ways down the street, or be heard from inside adjacent buildings. People could hear what�s happening inside of buildings from the outside (if those inside are not careful to keep quiet) and viceversa. Sounds could even get more vague based on distance (i.e. if you fire your shotgun, the person in the next block hears "the sound of gunfire coming from the next block south" whereas the person five blocks away hears "the feint sound of gunfire somewhere to the south"). This would give opportunity for at least two new sets of skills in stealth and observation (stealth reduces the range your footsteps or other usually noisy actions can be heard at, while observation increases the range you can detect the sounds of others at and the precision with which you can determine their source), new strategic concerns ("If I use my shotgun, will that bring every damn dirty Z in the area down on my head?"), and perhaps some new advantages for zombies (who may have keener senses).
  • Stench of Decay - Zombies in advanced stages of decay would most likely begin to smell, and, even if that decay is stunted, some smell would likely persist. Gameplay wise, this would allow nearby zombies (providing they have keener senses than humans) to more easily locate each other and promote hoarding activity. There could even be a zombie hunter or recon skill allowing humans to pick up on this smell and track zombies from a short distance.
  • Item Trading / Dropoff Point - Item trading ability - either the ability to add items to another character (which can be abusive), or an item repository, such as a stationary item bank that resides in certain buildings (banks?) where characters can drop off overstocked items and others can drop by and pick them up; and zombies can arrive and trash the place. -
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