Talk:Suggestions/11th-Feb-2007

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Give Items

Timestamp: Lord of the Pies 20:22, 7 February 2007 (UTC)
Type: Game Mechanic
Scope: All Players of Urban Dead (Zombies aren't people and it is therefore perfectly fine to exclude them)
Description: Now, quite a few trading suggestions have been shot down already; however, that was mainly due to the potential zerg abuse, in that a player could use a number of alt accounts to find themselves ammo, fuel and FAKs without expending any of their own APs.

However, I have devised a system whereby this can (hopefully) be avoided. Plus, it also avoids griefing where a player can be given a whole load of useless crap that they don't really want. So, here's the system:

For 3AP, a survivor can give an item to another survivor in the same building (or block if outside or in a large building). This would be done through a drop-down menu next to the 'drop item' menu at the bottom of your inventory. The item would immediately be moved from your inventory to theirs at no cost to your target, although there would be a message telling the target that '[player name] gives you [a/an] [item name]'. The item would then be able to be used as normal.

However, to prevent zerg abuse, several items would be considered too valuable to simply give away:

  • Loaded Guns (with any number of bullets), aside from Flares
  • Ammo
  • Fuel Cans
  • Generators
  • Radio Transmitters
  • Fire Axes
  • FAKs
  • Syringes

Everything else can be given away freely. These items wouldn't even appear on the list of items to give.

In addition, in order to prevent griefing, there would be a section in a player's profile visible only to themselves which would contain a list of items, each with a check-box beside it and with the heading Accept the following items given by other players:. The sections would be:

  • Ranged Weapons (Empty Shotguns, Empty Pistols, Flares)
  • Blunt Weapons and Knives (Baseball Bats, Metal Pipes, Crowbars, Knives)
  • Alcohol (Wine, Beer)
  • Literature (Books, Poetry Books, Newspapers)
  • Technology (Radios, Mobiles, GPS Units, DNA Extractors)
  • Generic (Flak Jackets, Binoculars)
  • Useless (Wirecutters, Crucifixes)

Ticking the box allows other players to give those items to you. Not ticking it means that you will automatically drop any of those items if they are given to you. Any player who attempts to give someone an item they have chosen to deny will receive a message like the following: You give [player name] [a/an] [item name] but they immediately drop it.. This action would still cost the player 3APs but the target wouldn't receive anything and wouldn't see any message spam. Similarly, if a player's inventory is full, the following message would be displayed: You give [player name] [a/an] [item name] but their inventory is full. In this case, the item wouldn't be removed from the player's inventory, but they would still lose 3APs.

In addition, the page of hints a new player gets after signing up and creating a character would include a short tip to the effect that Some players may attempt to give you items. In your profile there is a list of items which can be given to you along with tick-boxes; after signing up none of the boxes are ticked. If you want to be able to receive a particular type of item from other players then tick the tick-box next to that item in your profile. Or something like that.

Discussion Wow, it works. But I think you should allow for trading amongst Zombies, for game balance reasons (and as to prevent this being called a total harman buff...because it is). How about just letting zombies give out spare Flak Jackets that they looted after being combat revived?--ShadowScope 21:16, 7 February 2007 (UTC)

How about this: A lone zombie shuffles up to you and drops [a/an] [item name] at your feet. It seems a little out of character, but perhaps it could only be done by zombies with Memories of Life (but the recipient could be any zombie)? --Lord of the Pies 06:49, 11 February 2007 (UTC)

By excluding the usefull items, you eliminate the reason people might actually want this. Also, the 3 AP is a little excessive. Why couln't it be 1 AP? --Uncle Bill 03:49, 8 February 2007 (UTC)

The 3AP is so that it's more difficult in the event that a 'TradeKiller' comes along - and you're allowing some items to be accepted - that they will be able to fill your inventory up with too much crap. I mean, firstly a 'TradeKiller' would have to expend AP trying to find out what items you accept and deny (because the list is private) and by that point if they have to spend 3AP every time they'll only be able to give you 10-16 items - that is, assuming that they have enough of the item that you accept (and in the case of 16 items, that they get it right the first time too). --Lord of the Pies 06:49, 11 February 2007 (UTC)

Make it 1AP and exclude it to harmless stuff like booze, books, newspapers and maybe phones. All of these would be in character to give away and recieve gratefully --Honestmistake 22:12, 8 February 2007 (UTC)

I'll remove guns then, as those are the things which this could still be zerg-abused to get. Anything other than that...well, people aren't going to zerg for items that you only need 1 of. --Lord of the Pies 06:49, 11 February 2007 (UTC)

I don't have a problem, with the 3 AP. I find stuff and I give it to you so have to waste time dropping crap people give you. Why? Because I want to be an asshole.--Pesatyel 05:05, 9 February 2007 (UTC)

I think you didn't catch that bit where he says you can set the option of automatically dropping certain items. -- Ashnazg 0715, 9 February 2007 (GMT)

No, I didn't miss that. But realistically, the only things that would ever get traded would be the weapons (empty guns or melee). Why would ANYONE want to accept crucifixes, for example? Those would always and automatically go on the "no" list. The "technology" stuff, maybe. Once you have one, you don't need another, thus on the "no" list those would go pretty quick. And, if not, have fun with your collection of DNA extractors and GPS units, both of which are very easy to find...which is the inherent problem with this suggestion. EVERYTHING is relatively easy to find if you want it.--Pesatyel 06:55, 10 February 2007 (UTC)
Well this is mostly for newbies and players helping them out. I mean, sure, DNA Extractors are easy to find (annoyingly so sometimes), but how many newbies are going to be able to get into those EHB NT buildings? Even if they do have Free Running, they might not be able to find an entry point anyways. --Lord of the Pies 06:49, 11 February 2007 (UTC)

Doesn't mean that TradeKillers (TKers) can still launch their vengance. If they see someone that accept, say, Weapons...then the TradeKiller can "TradeKill" someone by giving the person 50 flares. This loads their inventory with a ton of useless junk. I do not know if TradeKillers (and the resulting TradeKiller List) will be able to add to the game. Unlike Death Cultists...they, um...add no point. Still, might be fun. "ShadowScope has given me 20 GPS Unit. KOS!"--ShadowScope 03:37, 10 February 2007 (UTC)

Or especially guns. Sure it would be cool if someone gave you an unloaded pistol. But 10 of them? That 20 inventory spaces right there.
Well firstly players can't see the list of items you accept/deny. Secondly most players have relatively full inventories - even newbies wouldn't have enough space for someone to come along and hurl 50 flares at them. EDIT: Not to mention the fact that it takes 3AP to give an item, and you'd have to check each item group first to see what items that player will accept. That means you'd probably only be able to give them 10-16 items (16 at most, assuming you get it right first try) in a single day. --Lord of the Pies 06:49, 11 February 2007 (UTC)

I noticed you left out radio recievers in the cannot-give pile. & they take up 5 slots-o-space. 16*5 is 60. So thats one way they could TradeKill with this. --Bubacxo Guaranteed Headshot.gif 09:04, 26 February 2007 (UTC)