Developing Suggestions

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list


Suggestions

Tree houses

Timestamp: Storm 22:38, 13 January 2014 (UTC)
Type: Buildings
Scope: Parks across Malton, and anyone who has construction
Description: This is a serious discussion, and is not intended to be humorous. Parks across Malton have been generally never used so I have an idea to make them better. When a survivor who has construction and a toolbox and and are standing in a park they can construct a tree house at a cost of 20 AP. A ladder would be the way to get up into the tree house. Once some one is in the tree house they can pull up the ladder so no one else can come up. Characters in surrounding blocks or players looking on with binoculars will not be able to see the tree house unless they step in the park as the tree house is concealed by the trees. The tree holding up the tree house can be destroyed. When a tree house's tree is destroyed there will be no effect to the park. another tree house we be able to be built when the existing one is destroyed. If in the tree house when the tree is destroyed a person will get the message "While in this tree house you fell to the ground injuring yourself as it's trunk was destroyed from an attack" you would lose 5HP from this. If in the block when the tree house comes down a message states "(someone) attacked the tree house trunk bringing it down and caused it's complete destruction from the fall". If the attacker was using a fire axe "attacked" will be replaced with "Chopped". Tree houses would have a 70 HP Value. The most effective weapons against it would be a fire axe which would have a hit rate of 15% (axe proficiency would increase this) and zombie hands of course. Zombies gain 10 XP for destroying a tree house. Four descriptions of the tree damage are 0-25% a Strong and healthy tree 25-50% A sturdy tree 50-75% a weakened tree 75-99% a severely damaged tree. Survivors with construction, and a toolbox can fix the tree house for 4hp per 1 AP gaining 1XP. Once built a tree houses description starts out as "crudely built" but for a cost further 5 AP from the previous they can hit "improve" which will increase it's description. Start: "crudely built" 1: nicely built cost 5 AP 2: amazingly built cost 10 AP 3: masterfully built cost 15 AP. Each time they improve they gain 2XP. If carrying a spray can survivors standing on the tree house could have the option to spray the tree house colors from a drop down list once the tree house is at nicely built. Spray cans still leave messages in the interior of the tree house. Any graffiti in the park will still be on a random tree. For another 10 AP A survivor can make a sign at entrance of the tree house stating whatever they want it to say max. 20 characters once the tree house is at amazingly built. It will take 5 AP to take down the sign. Tree houses can contain radio transmitters and portable gennies once it is masterfully built. They can also be decorated like regular buildings. Here is a example of what the tree house description wound look like: You are standing in (something) park. There is a masterfully built tree house standing on a weakened tree here. It is spray painted green and has a sign saying "Revive sqaud". It's ladder is extended down, and lights are on inside.

Discussion (Tree houses)


Does anyone realize that I put this here so I could develop this as a possible suggestion? So could someone voice their opinion please. —The preceding unsigned comment was added by Storm (talkcontribs) at an unknown time.

Hey Storm, just a note first. The wiki isn't so active anymore that you can expect to get responses on a suggestion (or, often, a talk page) right away. Most suggestions I've seen in the past year or so have gotten only 1-2 responses, and getting none isn't uncommon. (Also, impatience tends to make people less likely to respond.)
In response to the suggestion itself, I think that any suggestion which expands the playing area (as this one does, by allowing another spot within parks to be moveable into and out of) isn't a great one, due to the decreased number of players already being spread so thin. It also seems to create a whole slew of new actions, most of which take a number of AP. Not in itself a discredit, but a simpler suggestion might get more support. Bob Moncrief EBDW! 03:40, 20 January 2014 (UTC)

Thank you for responding, and sorry about the impatience, and that I just noticed I didn't sign it either. I'll wait a bit to change anything.

Rooftops

Timestamp: Storm 09:56, 13 January 2014 (UTC)
Type: buildings
Scope: buildings across Malton
Description: On urban dead there are many buildings you can take refuge in. You defend the cades with your life. And when it's time to run you can just free run to another block. In my suggestion a button will be added to the interface that says "Roof" only when a survivor goes up to the roof can they begin free running to another block. Flavor text could be," you take the stairs up to the roof and see the urban skyline in the distance" Also when holding a metal pipe you are given the option to block the door with it. A survivor who tries to reach the roof with the door blocked gets the message "You find the door to the roof has been blocked and won't budge" They are then given the option to force the door open which has a 100% chance of working it says "You jostle with the door kicking, and shoving until the metal pipe that was blocking it fell to the ground" but they also could fall down the stairs doing this which takes away 5 HP stating " While you were jostling with the door you lost your balance, and fell down the stairs. The metal pipe that was blocking the door then fell at your feet." When carrying a crow bar there is no chance of falling only a chance of failing if successful it states "You use your crow bar to pry the door to the roof open allowing you access. If unsuccessful "you can't seem to wedge your crow bar between the building and the door" When you are located on top of a rooftop flavor text could be "You are standing on top of (place) the urban skyline is visible in the distance" That is the message when the door is closed and not blocked when the door is open it states "You are standing on top of (place) after taking in the urban skyline you notice the door to the stairway is ajar" when on a building with it's rooftop door blocked it states in the description "You are standing on top of (place) after taking in the urban skyline you notice the door to the stairway has been blocked with a metal pipe" you are then given the option of unblocking it when done so it says "You remove the metal pipe that was blocking the door and throw it aside" For zombies it is the equivalent to a loosely caded building. And will need memories of life to open the door. No one can bypass the blocked door and will have to unblock it before preceding. All buildings except junkyards will have roofs that you need to go on to to start free running. Fort gate houses will not have Roofs. There could be flavored messages according to buildings such as a steeple in a cathedral instead of a roof. Other buildings that could have flavored messages Stadiums, and fort buildings (excluding the gate house)." --Storm 09:56, 13 January 2014 (UTC)

Discussion (Rooftops)

First, I feel like bell-ringing could be listed separately (and would more likely pass as a cathedral-only option). I do like the idea of rooftops, although maybe only on certain buildings that would have extensive and/or flat roofing (I'm thinking Malls in particular). Making it required to free run out only makes sense if rooftops are available on all buildings, including the others you listed like junkyards, stadia etc. Bob Moncrief EBDW! 14:49, 13 January 2014 (UTC)

I guess I'll add bell ringing into another suggestion. But the thing about all buildings having roofs I think junkyards would be the only one to have no roof needed to free run as all you have to do is jump off a gate to another building. --Storm 20:48, 13 January 2014 (UTC)

Speech

Timestamp: Miodrag Dragic 22:41, 8 January 2014 (UTC)
Type: Speech
Scope: Malton
Description: The idea is this:

If one survivor is in one corner of the mall, and in every other corner is a survivor or two, why shouldn't he be able to speak so that every survivor AND zombie in the mall can hear him? Same for zombies. Would be a little more realistic, not sure about the balance.

Discussion (Speech)

You'd at least need to have an indication of which direction the voice was coming from, otherwise a message like, "12 zeds outside", or, "the barricades need work" would be kinda useless. There's also a question of how this would interact with the "crowd" mechanic (i.e. your message is limited to the 50 most recently active people in your block, no more). Basically, just some details to work on still. Aichon 21:04, 13 January 2014 (UTC)


AP gain rate

Timestamp: User:[1]Miodrag Dragic 10:40, 08th January 2014 (UTC)
Type: Change, More Action
Scope: Malton
Description: In my opinion, more APs per day means more active players, and new ones won't quit and give up on the game because they wanted to do more and lacked activity. As I can see, UD was more active before 2010, so I just thought that we could attract more players with this change that will be active, will contribute WIKI and the game itself. I started editing buildings statuses just recently and it's not hard to notice that very few of them are up to date, and solo players can benefit from this kind of information. Further more, more activity equals more diversity, more fun, more time spent playing the game, arranging tactics with other players and just hanging out, socializing. The lack of need for playing two more BBGames on the side to fill my time is just a plus.

I'm aware that what I ask is probably not going to happen, but now I'm just curious about your opinion.

Discussion (AP gain rate)

Actually, I kinda like the idea. So long as the max AP remains the same, all you'd be doing is hitting the Fast Forward button on the game, while leaving all of the mechanics alone. I had several paragraphs typed up about game balance and whatnot, but the more I think of it, the more I realize that most of it will remain unchanged.

That said, I'm not sure if this actually provides any benefits. As best I can figure, the only one it may provide is a slight advantage to the underdog side. The reason is rather simple: the side on top oftentimes wastes a lot of AP on fruitless activities since they have nothing to do, so increasing their regen rate has a limited effect, whereas the side on the bottom typically uses all of their AP since they have plenty to do, so increasing their regen rate will allow them to accomplish more. Eventually things should reach a new point of equilibrium that's a bit closer to an even split between the sides, but I doubt we'd see any significant shifts in the balance between survivors and zombies. Probably just a few percentage points, even if we doubled the regen rate, but that's just me spitballing. Aichon 17:27, 8 January 2014 (UTC)

I was pointing more to the amount of activity that players would gain and benefit from, and BY THAT, the game itself. Because, u know, I think that major percent of players that don't give up on the game do that, or don't, because of the socializing with other players, organizing attacks, defenses, parties and a lot more. Miodrag Dragic 22:21, 8 January 2014 (UTC)
Ehh, that seems like a weak argument to me. If that's what you're wanting to do, why not just make talking free? Increasing the AP regen rate could have other side effects, after all. Besides which, I don't see how that really benefits anyone. Most players wouldn't see that benefit at all, since they're not even using the AP they currently have. For the players that would see a benefit along these lines, they turned to the wiki, IRC, forums, and social networks years ago to deal with those issues, which means that you're essentially just trying to steal their attention back. But that's a pointless endeavor, since the people at those places are the people already most heavily invested in playing the game. And it's impossible to bring them back, since they've gotten used to things like PMs, private boards and channels, and the ability to reference old information, none of which are possible in the game. Aichon 21:28, 8 January 2014 (UTC)
Making talking free is a great idea. And I wouldn't see any big change in 3 or 4 APs per hour, except players would be a little more active in the game. Extra AP is for organizing attacks, defenses and parties(don't mind for repeating myself). What is your opinion on more AP and, thus, more activity? Miodrag Dragic 22:22, 8 January 2014 (UTC)
I guess what I'm trying to get across is that when it comes to that sort of stuff, AP is not the limiting factor, so I don't see the point in increasing the regen for that purpose. Really, the stuff getting in the way of organizing in-game is stuff like the fact that they can't speak privately, can't talk to their entire group at once unless everyone gathers, can't chat in real-time effectively, and can't keep a record of the stuff that was said. Increasing the AP regen rate won't change any of that, which is why I don't see it as a very compelling reason to increase the rate. As I said in my first reply, the most compelling reason I can see is that it might help give the underdog side a bit more ability to shake things up, but even that benefit would be marginal. Aichon 22:46, 8 January 2014 (UTC)
Solo players would benefit from the AP increase mostly.. What do you think about DSS Satellite Phone? They could plan timed movements and organize fast while moving, groups too. Miodrag Dragic 23:31, 8 January 2014 (UTC)
But would they benefit? From what I've seen, they're not even using the AP they have, so giving them more is pointless. And I think the userscript is fine and that Sophie did a great job in developing it, but I don't quite get the relevance. Aichon 15:46, 9 January 2014 (UTC)

I think UD has a pretty balanced AP regen rate. Takes a day to reach full AP, less if you bank a bit of it. Only way I could see this as being a good idea is that if it only applied to low level characters. Level 1-4 is a beast for new zombies unless you're being fed (not easy these days). Down side of that is that you buff every zerg army in existance. ~Vsig.png 01:22, 9 January 2014 (UTC)

One hour more than a full day, and that sounds ridiculous. Why shouldn't everyone be able to do more and spend more time a day on UD. I would like to be more active, and i guess i'm not the only one.. Miodrag Dragic 11:47, 9 January 2014 (UTC)
What sort of stuff are you doing that you're running out of AP? And if you want to be more active, why wouldn't a second character elsewhere in the city suffice? Aichon 15:27, 9 January 2014 (UTC)
Not good with multiple characters, can't get myself IC well enough. And I haven't said that I'm running out of AP... we all run out of AP eventually. I'm just saying that, by shortening AP refresh rate, the players would be more active in game, and MAJOR number of starting players GIVE UP on the game because they lack in game action.. I'm done with this :P Miodrag Dragic 15:47, 9 January 2014 (UTC)

Moonwalk

Timestamp: Kamikazie-Bunny 21:24, 17 December 2013 (UTC)
Type: Fun!
Scope: Zombies
Description: Zombies can now purchase the ability Moonwalk for 100XP (a sub-skill of lurching gait), doing so gives them the ability to Dance(2AP) the effect depends on whether the zombie is indoors or outdoors.

If indoors the zombie exits the building and any players present in the building receive the message:

A zombie moonwalked out the building.

If outdoors the zombie moves one square in a random direction and any players present (in the original square) receive the message:

A zombie moonwalked (Direction)

In both cases clicking "A zombie" will provide a link to the players profile.

Discussion (Moonwalk)

What if the zombie is in a barricaded building (e.g. above VSB)? It seems unlikely they'd be able to moonwalk out. Bob Moncrief EBDW! 21:46, 17 December 2013 (UTC)

Zombies can still exit VSB+ by clicking on an adjacent building resulting in the same AP cost as leaving and returning to the building exterior with no significant difference. Kamikazie-Bunny 14:48, 18 December 2013 (UTC)
So, in a VSB, are they exiting and moving a block away, as per what they can do now, or simply exiting, which they cannot currently do? Aichon 22:05, 18 December 2013 (UTC)
May as well have them move immediately outside, it has the same AP cost and would be easier to program (no need to check barricade levels), unless you're aware of any complications. Kamikazie-Bunny 01:38, 23 December 2013 (UTC)

Should be an entire skill tree of its own. Dance is the first branch of the tree. From there, you can purchase Moonwalk, Running Man, Cabbage Patch and The Sprinkler. Also, zombie can only dance in tight circles. None of this dancing straight out of a building business. Let's not be ridiculous here. ~Vsig.png 23:31, 18 December 2013 (UTC)

Pfft, who's being ridiculous here? Moonwalking actually makes sense in zombie lore (see: Michael Jackson, well known as a zombie both in Thriller and in Plants vs. Zombies (before they had to change the artwork when they almost got sued for using his likeness)). Cabbage Patch? Sprinkler? Running Man? Stick to the lore, man. Aichon 15:18, 20 December 2013 (UTC)
AFAIK, MJ didn't moonwalk during Thriller, so it is as much not a part of Zombie lore as other late 80s and early 90s popular dance moves. If you want to keep it realistic, make it The Macarena, Gangam Style and Call Me Maybe, since everyone using those moves were pretty acting like brainless zombies. Oh and throw in twerking for good measure. ~Vsig.png 07:05, 21 December 2013 (UTC)
He moonwalked in Plants vs. Zombies as a zombie. Those other moves have no connection at all to zombie lore. :P Aichon 07:19, 21 December 2013 (UTC)
Bro, have you SEEN twerk? ~Vsig.png 15:30, 21 December 2013 (UTC)
Without question twerking belongs there. And line dancing of any kind. That way you'll get both generations of the Cyrus family.--Seekandyeshallfind QI PK 19:02, 21 December 2013 (UTC)
How about changing it to a list of dance moves with one picked randomly (or selected from a drop down list), choices could included moonwalked, twerked, congaed, linedanced, did the running man (verb?), gangnamed and macarenaed. Kamikazie-Bunny 01:38, 23 December 2013 (UTC)

Wander (Zombie Auto-horde)

Timestamp: Kamikazie-Bunny 01:43, 9 December 2013 (UTC)
Type: New Movement Method
Scope: Zombies
Description: All zombies now have the ability to Roam randomly around Malton when outside. Roaming moves the zombie one square in a random direction and costs the usual movement AP. Sounds pointless? Well, while the direction is random there is a 65% chance that the zombie will move in the direction of the location currently contain the most zombies in Malton (most = active zombies, indoors + outdoors). If by some chance they're there already they'll just move in a random direction.

Though it may be AP inefficient it does offer a somewhat reliable method for zombies (especially those with no idea where they're going) to hoard-up without the need to meta.

Discussion (Wander (Zombie Auto-horde))

Uncontrolled movement is a no-no, as it may force players into triggering zerg flags without being aware of it (especially if they are away for an extended period such as work or sleep). There is also already a mechanic that helps to find the current zombie hot-spots - Scent Death. I'd rather want to see something that provides better information for the player to act on (such as Scent Death with extended range), rather than something that triggers automatic action. -- Spiderzed 06:25, 9 December 2013 (UTC)

If I'm understanding this correctly, your first concern doesn't apply because the Roam action would simply use one AP and move the zombie one square. (It could be clicked, therefore, 50 times, moving 50 squares.) If a player were moving towards another alt they could always move away, and no action would be taken while a player wasn't online. That said, I do prefer an improved scent death over this suggestion. Bob Moncrief EBDW! 00:00, 11 December 2013 (UTC)

I actually like the subtle approach this suggestion takes in trying to solve a core issue with the game as the population shrinks, but I think it ends up having some fundamental mechanical problems, as well as being ripe for abuse. Here are some issues I see that haven't already been mentioned:

  • What if multiple blocks are tied for having the most zombies? If they randomly Roam towards either/all of them, doesn't that defeat the whole point, since they won't be heading towards a fixed location?
  • Hordes tend to stay apart from each other, and they alternate between spreading thin as they change suburbs and clumping up as they settle into them. As such, Roam may alternate between taking me towards the MOB one day and the RRF on the next, over and over again, meaning that "gains" I make are negated the next day when Roam takes me the opposite direction.
  • What's to stop a zerger from making 100 accounts and parking them at the same block in order to attract Roaming ferals towards a place they want to see ruined?

As I've said before, suggestions should make the game more fun, but this one adds an AP sink that provides minimal benefit and would leave the zombie with no AP to spend on the fun activities of the game if they were to utilize this skill the way it would need to be used to be useful. I'm sincere in my statement that I like the approach you're taking with this idea, but it needs some tweaking (unfortunately, I have no immediate recommendations) before it'd work. Aichon 02:26, 11 December 2013 (UTC)

How about making it select the suburb with the highest active zombie population and boosting the chance to head the right direction to something higher? It'll greatly reduce the chance of zerg abuse and confusion between two groups and should leave the player more AP to spare. Kamikazie-Bunny 21:31, 17 December 2013 (UTC)

Suggestions up for voting

The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.

none currently