Developing Suggestions: Difference between revisions

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So, moving Victory Locations. That should make Iscoriat's sig bigger.--[[User:ShadowScope|ShadowScope]]<sup>[[User:Kevan|'the true enemy']]</sup> 15:50, 13 November 2008 (UTC)
So, moving Victory Locations. That should make Iscoriat's sig bigger.--[[User:ShadowScope|ShadowScope]]<sup>[[User:Kevan|'the true enemy']]</sup> 15:50, 13 November 2008 (UTC)
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====Discussion (Victory Locations Can Move!)====
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Revision as of 21:49, 13 November 2008

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Developing Suggestions

This page is for presenting and discussing suggestions which have not yet been submitted and are still being worked on.

Further Discussion

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

Nothing on this page will be archived.

Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a dupe, or a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles. There users can also get a handle of what an appropriate suggestion looks like.
  • Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
  • With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes before suggesting alterations.

How To Make a Suggestion

Format for Suggestions under development

Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header "Suggestions", paste the copied text above the other suggestions, and replace the text shown here in red with the details of your suggestion.

===Suggestion===
{{suggestionNew
|suggest_time=~~~~
|suggest_type=Skill, balance change, improvement, etc.
|suggest_scope=Who or what it applies to.
|suggest_description=Full description. Check spelling and be descriptive.
|discussion=|}}
====Discussion (Suggestion Name)====
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Cycling Suggestions

Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.

This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the Overflow-page, where the discussion can continue between interested parties.

If you are adding a comment to a suggestion that has the deletion warning template please remove the {{SNRV|X}} at the top of the discussion section. This will show that there is active conversation again.

Please add new suggestions to the top of the list.


Suggestions

Victory Locations Can Move!

Timestamp: ShadowScope'the true enemy' 15:50, 13 November 2008 (UTC)
Type: Improvement
Scope: "Top Secret Victory Location"
Description: You know the problem I have with Iscoriat's sig? It's too short. This suggestion to the game can fix it.

In Boreville, there is a building known as Big Brother House, which I will classify as a "Victory Location". One of the main goal of the game is to find this "Victory Location", spend an AP to write in the logbook, and then wait a while to 'Profit'. The problem is that once you find out this "Victory Location", there is nothing else to do. So, instead, I state for Victory Locations to be moved every once in a while, to provide a challenge.

Example: Say, in Malton, some stupid NecroTech system operator accidently linked a Library computer up to the NecroNet system. Surviors and Zombies rush around to find this specific Library. Once somebody stumbles into the Library, this person spend 1 AP to access this Library Computer and receive a special message from the NecroTech system operator (to be determined by Kevan). After a while, the NecroTech system operator finds out his error, and shuts down the link to the Library Computer, but in the process, opening up another link at a random NecroTech building. So, there is a chase with differnet people trying to find the next Computer to find more hidden messages.

So, moving Victory Locations. That should make Iscoriat's sig bigger.--ShadowScope'the true enemy' 15:50, 13 November 2008 (UTC)

Discussion (Victory Locations Can Move!)


Ignore this Voice

Timestamp: Linkthewindow Talk MCM 10:47, 13 November 2008 (UTC)
Type: Radio chatter fix
Scope: All radio users
Description: (This was orignally posted by Swiers a month or so back. He let it drop off this page (went AWOL) and now isn't keen on posting suggestions. He gave me permission to repost it, but all credit goes to him.

Basically, the suggestion puts a button next to every radio message you receive, saying "Ignore this Voice." This simply means that the user's radio chatter will no longer show up on your screen. It doesn't cross over if you meet them in person (RP reason-voices sound different over radio.) I did a quick search and couldn't find a dupe (and nether could the posters a month ago,) but if anyone can find it, please post. Note that you would never be able to see this list, and would not reveal the broadcaster's ID.

This was reasonably popular a few months back, but I'm just doing a quick repost here so if anyone has any ideas...

Discussion (Ignore this Voice)

Old Chat (taken from Page History)

Chat from a few months back-taken from this page's history. Please don't add anything.

So if i'm ignoring a player its as if they aren't even talking? - tylerisfat 22:30, 5 October 2008 (BST)

Yep. It would have exactly the same effect as the "ignore contact" setting in the contacts list, except the character is not a contact, and you don't even need to know who they are- just that anything said by that voice isn't worth listening to. SIM Core Map.png Swiers 23:06, 5 October 2008 (BST)

Heck, why not? The only problem with this is what if you meet the player later on, become friends, and never realize that you have them radio-blocked? Perhaps there should be a (player-set) expiry. Spam which is obviously coming from the same person could be set to dodge this. Linkthewindow 23:14, 5 October 2008 (BST)

In order for this idea to work it would need to be kept very simple so i'm against Link's expiry etc. Also, the people you wanna block are douche bag's who spend all their ap spamming the radio (speaking of which is real gamer still at his lulz?) so it's not really an issue anyway. I quite like the idea assuming it's logistically possible. Although you should only be able to ignore them over the radio, if they talk to you in person you shouldn't be aware that it's the same person and should hear their comments as normal (explantion = people sound dif on the radio or whatever).--xoxo 00:39, 6 October 2008 (BST)

Yeah... we need this. --WanYao 20:12, 6 October 2008 (BST)

Wan's right, bring this on somehow. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 05:54, 8 October 2008 (BST)

Are you going to submit this Swiers? It's been a while. Linkthewindow Talk 22:30, 11 October 2008 (BST)

This is a good idea --A Big F'ing Dog 18:27, 15 October 2008 (BST)


Pin

Timestamp: Kamikazie-Bunny 22:24, 12 November 2008 (UTC)
Type: Zombie Skill.
Scope: Zombies and their victims
Description: Pin is a new zombie attack available after purchasing the skill "Pin" which is a sub skill of Tangling Grasp. It has the following stats:
Dmg-0
Acc-40%

When a zombie successfully attacks it is assumed to have knocked the survivor over and pinned them to the ground. A zombie who has pinned a survivor down can only use bite attacks on that survivor, interacting with any other object/moving away/death releases the survivor (the survivor is then classed as knocked down instead of pinned). If another zombie Pins a pinned survivor they replace the old zombie (it should be assumed the zombie has pushed the other zombie away from the food).


A survivor who is knocked/pinned down has a screen similar to when dead but rather than saying "You are dead" it has the following flavour text and stand up costs:

For Knockdown "You have been knocked to the ground" - "Stand up (1AP)"
or
For Pinned "A zombie is pinning you down" - "Stand up (5AP)"


Upon entering a room where zombie(s) have pinned down survivors there is an additional line of text reading either:

A zombie is attempting to feed on xxxxx
or
Zombies are attempting to feed on xxxxx, yyyyy and zzzzz


Zombies who are currently pinning survivors may be attacked normally as the targets:

xxxxx's Zombie
yyyyy's Zombie
zzzzz's Zombie

Discussion (Pin)

Ok, it's a type of headshot. Now, about the zombie and survivor that are down on the ground, can they be attacked normally by other survivors and non-pinning zeds? Or does a zed have to pin to be able to attack, meaning that survivors who are on the ground are only vulnerable to bite attacks, and possibly what the survivors will do to them. - User:Whitehouse 22:44, 12 November 2008 (UTC)

Zombies can be attacked as normal by any other player. As for pinned survivors... well it's up for discussion, having them only vulnerable to the pinning zombie makes a kind of sense however it is probably easier to have them vulnerable to everybody (it would prevent zombie armour and other abuse) however it is up for you lot to help decide upon.--Kamikazie-Bunny 23:05, 12 November 2008 (UTC)

This has the potential to be a griefing tool, draining AP if used in realtime.. 00:38, 13 November 2008 (UTC)

Don't fuck with my ap!! Nice flavoury and improved gameplay(ish) idea but this can really screw over survivors, just to stand up would be 5ap. And before the zombie brigade kill me, while a surivivor is in its natural habitat defending a building it could be constantly pinned and targeted. It takes massive effort to headshot a zombie, like 20ap +++ this seems to cost 1ap...--xoxo 00:54, 13 November 2008 (UTC)

Agreed. Real time battles may not be a major game feature, but they ARE fun when they happen, especially now that they are fairly well balanced via barricade build blocking etc. The "Infection" skill already does most of that this skill would achieve, without being so overpowering or greiftastic. SIM Core Map.png Swiers 02:02, 13 November 2008 (UTC)

Ruins anonymity, you don't get a message telling you which zombie opened the door (thus giving you the one with MoL to shoot at) why should you get it with this? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 02:24, 13 November 2008 (UTC)


Death Knell

Timestamp: MrCarver 20:30, 12 November 2008 (UTC)
Type: Skill
Scope: Zombie
Description: [UPDATED VERSION]I changed the name of the skill from Rage to Death Knell by definition is as follows as it's more fitting. "A harbinger of the end, death, or destruction of something." I don't want it to be overtly complex, but here is my thinking. It can only be purchased from zombies after Brain Rot skill is purchased. Once the death knell skill is purchased the zombie can no longer harmanize. The zombie also can deliver a death knell blow _only_ to level 20+ survivors. If a death knell blow was successful and enough to reduce the health to zero, then the dead survivor would need an additional 5 AP to stand up. So this skill is to reward dedicated zombies and get zombies to go after more advanced players, but not inflict any new damage on lower level survivors. I appreciate any and all comments. They have been very helpful.

[ORIGINAL VERSION]This is the equal opposite of the Zombie Hunter skill for the Headshot. Now zombies with this skill can inflict their rage against survivors, requiring survivors an extra 5 AP to stand up. I suggest that this skill can only be gained after the Brain Rot skill is purchased as the final death blow to the body of a dedicated zombie. Once the skill is purchased the character can no longer be revived.

Discussion (Death Knell)

Firstly. Welcome, and well done for taking this through developing suggestions and not just straight to voting.

Unfortunately this is a dupe of a previous suggestion, called Mind Munch way back in 2005. --RosslessnessWant a Location Image? 20:37, 12 November 2008 (UTC)

Thanks I didn't catch that. Unlike the original version, my suggestion doesn't take away XP from the victim and it's the final death knell for a dedicated zombie character. I read the suggestions carefully and originally I thought this should only apply to dedicated zombie players as a reward and not dual characters that have both human and zombie skills. But the suggestion says to keep suggestions simple. I'm not sure of the additional complexity this offers. So even though my suggestion is a pseudo-dupe, it's slightly different, and is that enough to progress, or is it to close to the original? Lastly, my original intention for the Rage skill was for the final transformation into a unrecoverable zombie and to have the ability to run/move faster than a human. Just like in the flicks were zombies have great speed/rage over their human counterparts for long distances. But I couldn't figure out a simplistic way to do so that fits with UD's AP design.--MrCarver 22:39, 12 November 2008 (UTC)

For a first timer on this page that is a really well balanced and thought out suggestion. I disagree with Ross about that dupe, this is significantly different as it prohibits a zombie from harmanising again. The name isn't great because it duplicates a feature from Borehamwood. My only real concern aside from that is that is people accidentally leave their game open and rather than just getting rot they get this and can't get revived but thats not really a reason to not have something in game...--xoxo 00:59, 13 November 2008 (UTC)

The "dupe" suggestion is THREE YEARS OLD. That's ridiculous. The problem with the suggestion has nothing to do with "dupes". The problem is that this hurts newbies to much. Newbie converts have it even harder than starting Corpses.--Pesatyel 02:14, 13 November 2008 (UTC)

hurts newbies how? --xoxo 02:28, 13 November 2008 (UTC)
Standup cost of 15. Yes, low level zombies have that already until they get Ankle Grab, but converts (survivors turned zombie) do not even have Vigour Mortis to start with, meaning their attacks are very weak. A lot of killed survivors do not like to play as zombies. We do not need to make it MORE difficult for them, not to mention headshot equivalent zombie skills are retarded because they DON'T HURT SURVIVORS. They hurt other zombies.-Pesatyel 07:46, 13 November 2008 (UTC)

The 'dupe' would not have XP loss, that's a relic left over from the original headshot, any addition of a zombie style headshot skill wouldn't have that. There are other dupe out there. I dislike the notion that you have to be dedicated to zombie play in order to get this, as you don't to buy survivor headshot. The overpowering section of this suggestion is the no revives ever criteria, it gives no hope to sieges as the NTs will always be targeted first and they'll be reduced to being 'just another building' to the attackers whilst being prime defence objectives to the defenders, although I despise combat revives, it is a balance in the current game climate. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 02:22, 13 November 2008 (UTC)

I don't think many people would actually buy this though, i mean there'll be a few but even a lot of rotters like being able to harmanise whenever they desire.--xoxo 02:28, 13 November 2008 (UTC)

Fluorescent paint

Timestamp: --Pestolence(talk) 01:27, 12 November 2008 (UTC)
Type: Item
Scope: All
Description: Blake's paint can suggestion below me gave me an idea for a suggestion. This suggestion would add a new item, Paint Can, to the game. When using this item, you would have a 50% chance to cover the target in fluorescent (glow in the dark) paint.

The paint would not cause damage to the target. Its effect would be: If the player covered in paint goes into a dark building, where the chance to hit is usually halved, chances for other players (PKers or zombies) to attack the player successfully would be the same as if the building was lighted. (Example: Player X is in a dark building, where the chance to hit him with a fire axe is 20%. Player Y throws glow in the dark paint on Player X. Player Y and any other players in the building now have a 40% chance to attack Player X successfully.)

Possible flavor:

  • (successful attack): You throw the paint at Player X and drench him with it. He now shows up more clearly in the dark building.
  • (in a dark building with paint-covered humans):There are 15 humans here. 2 of them are covered in glowing paint and show up more clearly in the dark building.
  • (paint-covered zombie):There are two zombies here. One is covered in some glowing paint.

The paint would have no effect in lighted areas or outside. Some issues to be worked out:

  • How long the paint would have an effect, since it wouldn't be fair to have a player at a disadvantage forever.
  • Percent chance to successfully drench an opponent.

So does this idea have a chance, or should I ditch it now? Are there any improvements anyone can suggest?

Discussion (Fluorescent Paint)

amusing but insanely out of genre. I mean people walking around glowing the dark?? That sort of genre warping stuffs belongs on Halloween.--xoxo 02:07, 12 November 2008 (UTC)

For realism, a way to get rid of it? At least sooner, rather than later? And you would be to be outside, in a lit building, or perhaps anywhere but a dark building. (That paint needs to be 'charged' first. Would it come "pre-charged"? As in, if someone were already in a dark building and covered in paint in a dark building?) 02:46, 12 November 2008 (UTC) I like the idea of paint but its just a one use way to kill someone in a dark building... As is you would just need to carry a can and then for 1 AP you double your chance to hit (dark is half to hit?) Perhaps if the labels were missing or obscured (or in chinese?) and only 1 in 10 paint tins were glow in the dark?

Anyway i think having the painted victim leave a trail "Someone covered in blue paint went North" would be a better option (though if the paint is flouresent why not both?) As for removing the paint have each action tested as if the thrower was using a spray can... paint runs out and they get a message saying they managed to get the last of the wet paint off. Clothes should probably be ruined though for it to make sense and that is going to get people complaining. --Honestmistake 09:54, 12 November 2008 (UTC)

There should be chance of the person using the paint getting it on themselves. One thing though, how about a person can remove the paint if they change clothes?--Pesatyel 02:19, 13 November 2008 (UTC)

Griefing tactic. Go outside, scan the horde, paint every zombie with no harman skills for revive teams. Way to kill zombie recruitment. Survivors will bitch and whine that their precious clothing that they trekked half way across Malton for now has to be replaced. This is going to cause 'player' grief, meaning people will wonder why they bother with the game and leave. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 02:27, 13 November 2008 (UTC)

Good points about griefing, Iscariot, and yeah, I guess it is out of genre. While I really don't give a crap about survivors and their precious clothes, I know that half of Malton does, so yeah... I guess it might be better to dump this now. Thanks for the constructive criticism, everyone. --Pestolence(talk) 03:33, 13 November 2008 (UTC)


Paint can

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 09:47, 11 November 2008 (UTC)
Type: Weapon
Scope: All
Description: Found in hardware stores at a rate of 8% for unlit, +4/-4 for powered/ruined respectively. Melee weapon, counts as a scavenged weapon and as such civilians can be found with one.

25% accuracy, 1 damage.

Special functions are that you can use a paint can to cover graffiti in rooms. Using it uses up the paint can. Plus, when you swing it, there is a 25% chance the target will be covered in paint. Getting covered in paint has no effects, other than listing them differently, e.g. "There are 15 zombies here. 4 of them are covered in flourescent paint"

No, the paint does not glow in the dark.

Discussion (Paint can)

I can't see any blaring issue with it, except you might want to change the flavor text. Florescent generally means "glowing in dark" Linkthewindow Talk MCM 10:07, 11 November 2008 (UTC)

A useless melee weapon which has one (possibly) redeeming feature, the ability to cover zombies in paint. Somehow I doubt this would pass. It just doesn't really add that much, not that it wouldn't be funny to run across some zombies drenched in paint. :P - User:Whitehouse 10:49, 11 November 2008 (UTC)

Well, I did go for the humour with this one. --Blake Firedancer T E RNL? P.I.S.I.T. 03:35, 12 November 2008 (UTC)

You can already cover graffiti in rooms with a spray can, with only the usual chance to use up the spray can. Fluorescent paint might be a laugh, but IMO this suggestion as written would never pass voting due to being use-impaired. ᚱᛁᚹᛖᚾ 11:03, 11 November 2008 (UTC)

It's pretty pointless and a massive dupe of ingame with it's main function (covering graffiti), the other stuff is flavour and irrelevant, no one'd use it anyway for 25%...--xoxo 23:19, 11 November 2008 (UTC)

How about 50% then? --Blake Firedancer T E RNL? P.I.S.I.T. 03:35, 12 November 2008 (UTC)

You can already use a spray can to cover up graffiti, so that's a dupe (is it? if an effect is already ingame then it must be a dupe), and the rest is pretty funny (who wouldn't want to drench a zombie in paint?) but fairly useless flavor. If I want that damage, I'll just punch someone. Although fluorescent paint might have an interesting use... --Pestolence(talk) 01:07, 12 November 2008 (UTC)

Yes, but don't you need to write other graffiti in order to cover graffiti? This saves the hassle of having to make up something just to over-write what's already there. --Blake Firedancer T E RNL? P.I.S.I.T. 03:35, 12 November 2008 (UTC)
If your intending to write graffiti (if even to just cover over what is there) you already, most likely, have something in mind. If not, you can just type gibberish. So big deal, it is a non-issue.--Pesatyel 05:06, 12 November 2008 (UTC)
Actually, you can just paint " " (a space) and the game will tell you You spray a blank rectangle. and clear the location of any graffiti. --Midianian Big Brother Diary Room: [510,12] 10:05, 12 November 2008 (UTC)

Why is every single one of your suggestions survivor biased? I don't see any sharp edges on paint cans, that makes them a blunt weapon, can zombies use this? How do you get rid of this paint? Incomplete. Blood Smear is the skill that needs to pass to get rid of unwanted graffiti, not another item to ruin search rates. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 02:29, 13 November 2008 (UTC)

Not all of them.. Oh, and as for your remarks, yes zombies can use the can. The paint (on clothes) can be gotten rid of in the same way that blood stains can (changing clothes) and by death. --Blake Firedancer T E RNL? P.I.S.I.T. 08:29, 13 November 2008 (UTC)

Hobo Stick!

Timestamp: Nequa 12:32, 10 November 2008 (UTC)
Type: Borehamwood flavor.
Scope: Humans, zombies.
Description: If you have played Borehamwood, you know about the rail road tracks there. I sugest we add hobo sticks so you can go and find them. You would find them with a 13% chance at railroad tracks and they would pretty much do the dame thing as a regulare blunt weapons. This only adds flavor to the game, and serve as RP tool for some people.

If you dont know what a Hobo stick is, type it in on google.

Discussion (Hobo Stick)

You want Kevan to code for a new weapon on a temporary map just so you can role play? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 16:44, 10 November 2008 (UTC)

As Iscarot. Borehamwood will be dead pretty soon. At least make this a typical Malton blunt-weapon, or don't suggest it. Linkthewindow Talk MCM 20:42, 10 November 2008 (UTC)

Just put it in the description and RP it there. - tylerisfat 23:17, 10 November 2008 (UTC)

  • beats suggestion with hobo stick* ᚱᛁᚹᛖᚾ 11:04, 11 November 2008 (UTC)

Beyond the "temporary nature" of that map, the game does NOT need more melee weapons. Nobody uses 80% of the weapons currently IN the game.--Pesatyel 05:04, 12 November 2008 (UTC)


Shotgun Speedloaders

Timestamp: JX 18:47, 9 November 2008 (UTC)JX
Type: Skill.
Scope: Zombie Hunters.
Description: This Skill would allow to reload shotguns quickly during combat, but require them to spend more AP prior. When a survivor with this skill enters a Police station or armory, there would appear a button labeled "make Speedloads." The survivor would turn two shells into a clip that reloads a shotgun instantly. But in order to make a speedload, you'd have to spend an AP a shell. The reason for the locations is that Police Stns. and armories could reasonably contain the sort of equipment required to make this sort of thing.

Discussion (Shotgun Speedloaders)

NRV.png WARNING
This suggestion has no active conversation. It is marked for deletion in 4 days.


--RosslessnessWant a Location Image? 19:19, 12 November 2008 (UTC)

Dupe. Look here. Suggestion:20070710 Shotgun Speedload --RosslessnessWant a Location Image? 18:50, 9 November 2008 (UTC)

The Peer Reviewed suggestion is vastly superior to this one. This suggestion doesn't save AP; although it arguably lets you store it up at a 1:1 ratio, that just means you spend even longer stocking – rather counter-productive for a "speed" suggestion, don't you think? – and as there is no mention of encumbrance, I presume it doesn't save any inventory space, either. It's a decent idea, but it's been theoretically done better, and firearms haven't been changed in practice for a long time now. ᚱᛁᚹᛖᚾ 05:26, 10 November 2008 (UTC)

Definitely dupe. And would be voted down anyway. Firearms don't need a boost right now. Remember that last update? That would kinda indicate that Kevan thought survivors and their pesky firearms were too good already. Thus: leave it. - tylerisfat 22:37, 9 November 2008 (UTC)


Night vision goggles

Timestamp: 16:32, 8 November 2008 (UTC)
Type: Item.
Scope: Survivors.
Description: This item would help survivors look for items in the dark and help them with fighting in dark buildings. You would find them in mall tech stores, and forts. The goggles would increase your success rate in finding items in the dark, but they will not replace generators, one reason being that it would be unfair to zombies and for realism sake since night vision goggles are not as good as a well lit room.

Things I need help on:

What should the likely hood of finding night vision goggles in tech stores and forts be?

What should the increase in finding items be?

What should the increase in hiting a target be?

Should they have a battery life?

Others questions that need to be answered?

Discussion (Night vision goggles)

Sounds okay... The increase should not be too high though so it doesn't replace generators. Would this also increase the chance for a successful attack in a dark room? That's kind of the implied use. --Pestolence(talk) 19:12, 8 November 2008 (UTC)

Been suggested before. Been spectacularly killed before. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:14, 8 November 2008 (UTC)

To Pestolence, yes it would. Also, Iscariot could you give me the link to the dupe? Nequa 22:50, 8 November 2008 (UTC)

Sounds pretty dupey, but meh. Shouldn't be too big an increase though, so it doesn't take over generators. Linkthewindow Talk MCM 22:45, 8 November 2008 (UTC)

There is a nightvision clothing item already in-game, but it doesn't do anything, so it's not a dupe of this. Other then that, I (surprisingly) can't find a dupe of it. Linkthewindow Talk MCM 23:47, 8 November 2008 (UTC)

Really? That is surprising, do you think it could work? I still need to work out some details but I think it sounds like a good idea. Nequa 00:02, 9 November 2008 (UTC)

The night vision goggles you can put on in forts are broken to prevent any perception of potential usefulness. There have already been suggestions for increasing hit rates/search rates in dark buildings using a variety of methods such as flashlights/torches, and your suggestion is only different in that you say, "night vision goggles," instead of, "flashlight." Your suggestion will fail because it would turn dark dark buildings from zombie nerf to unbelievably overpowered zombie nerf. It would take away almost all of the drawbacks and totally skews the balance of the game. There is also not a single PKer or (reasonably intelligent) PKer target who would vote for this, as it takes away from the safety that dark buildings offer.--William Told 00:56, 9 November 2008 (UTC)

Your acting like I want to have the night vision goggles replace generators completely. They would only give a small boosts to fighting and finding things, generators would still be extremely important and since you can only find night vision goggles in two places, and the likely hood of finding night vision goggles would be small. But if this is a dupe I cant do much can I? Nequa 01:15, 9 November 2008 (UTC)

I'm ok with a small boost for survivors (maybe a zombie skill to balance,) but night vision goggles should never replace generators. Perhaps make them breakable (say, a 25% chance on breakage with a successful strike?) Here are some flashlight suggestions. Although your suggestion is similar, there is enough chance for modification to make it not dupey. Linkthewindow Talk MCM 01:23, 9 November 2008 (UTC)

I'd suggest losing your goggles if you die. But yeah, William Told brings up a good point with this: There have already been suggestions for increasing hit rates/search rates in dark buildings using a variety of methods such as flashlights/torches, and your suggestion is only different in that you say, "night vision goggles," instead of, "flashlight." User:Pestolence

I still need to work some stuff out, If I don't give a clear idea of what this does, there going to tear me a new A hole. If anybody has ideas on developing this further, it would be appreciated. Nequa 01:55, 9 November 2008 (UTC)

Please put your timestamp on the same line as the rest of your post. --William Told 02:05, 9 November 2008 (UTC)

K Nequa 02:42, 9 November 2008 (UTC)

It never got off of the talk page. It died. 16:47, 9 November 2008 (UTC)

First of all, you need to give us YOUR thoughts on the numbers. We are here to discuss YOUR suggestion, not make it for you. And for those who bring up it having been suggested and killed before...circumstances have changed.--Pesatyel 05:02, 12 November 2008 (UTC)


Sewers, Tunnels, or Underground

Timestamp: Squideshi 23:50, 7 November 2008 (UTC)
Type: New Set of Locations
Scope: Survivors and Zombies
Description: The addition of sewers, tunnels, or an "underground" in general, would add interest to the game--effectively creating a two-level map--allowing surviors and zombies to move not only throughout surface locations but also underneath them. Manhole covers could be closed in order to serve as a simple type of barricade. In addition to outdoor manholes on streets, certain building types (like factories and junkyards) could have manholes inside, allowing not only alternate entry/exit points to/from EHB locations for survirors without free running skills but also allowing alternate entry points for attacking zombies. Buildings with a manhole could both become harder to defend, requiring the maintenance of two barricades--one on the door and one on the manhole--but also easier to escape when surrounded. Survivors and zombies on the surface could hear others passing underneath their locations, adding flavor and additional interest. GPS devices and mobile phones could be disabled when underground.

Discussion (Sewers, Tunnels, or Underground)

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--RosslessnessWant a Location Image? 20:48, 10 November 2008 (UTC)

This has been suggested and shot down just like attempts to make the railways accessible. I am still in favor but most folks are really against it. Chaplain Drakon Macar 01:36, 8 November 2008 (UTC)

Dupe of Subways/Sewers and maybe Underworld. ᚱᛁᚹᛖᚾ 02:37, 8 November 2008 (UTC)

Shot down? When? I'd still like to see this ingame.. 20:45, 8 November 2008 (UTC)


Archery Weapons and Skills

Timestamp: Yungblood 16:51, November 7, 2008 (EST)
Type: New Skill and Weapon
Scope: Survivors
Description: This suggestions revolves around a new "firearm": The bow and arrow.

Bow and Arrow base damage-4 encumberance-(bow)6%, (arrow)4% base accuracy-5% Bows and arrows can be found in gun stores(15-30%), because I think at least some gun stores would be hunting stores, and hunting stores usually have a heavy supply, and in schools(5-10%), because schools sometimes have archery clubs. You must use 3 AP to fire the bow: 1. find an arrow.2. load the arrow.3.fire the arrow. The bow can only hold 1 arrow at a time, but there is no limit to how many arrows you can have. I don't want to make this weapon a firearm, because basically, it isn't. Yet, I still think the bow and arrow should still be affected by a flak jacket. and I don't think that the regular military would train their soldiers in use of the bow and arrow. that is why I am suggesting a few new zombie hunter skills, all being under an archery skill tree, mainly because I'd think survivors of an outbreak would use any weaponry possible in a desperate situation.


Skills


(available level 15)Archery- the chance to hit with a bow and arrow increases by 25%.


(skill tree under Archery)Stronger Pull- increases bow and arrow damage by 3.


(skill tree under Archery)Fluid Motion- no longer requires AP to load a bow with an arrow.


(skill tree under Archery)Extensive Bow Training- increases accuracy by 30%.


(skill tree under Extensive Bow Training)Target Practice- Increases accuracy by 10%


(final skill under Archery)Dead Aim-2-3% chance of landing a hit dealing double the damage(i.e. normal hit-7, Dead Aim- 14)



I know that last skill may sound unfair, but I didn't crunch any numbers there. If anyone would like to crunch numbers for this suggestion to make the gameplay more fair, be my guest. Plus take in the encumberance for 1 arrow. thats alot comparing to a shotgun shell....I think. This brings me to my next point: a quiver. A quiver takes 10% encumberance, and holds 10 arrows. having an arrow in a quiver makes it drop to 2% encumberance, which in total makes 30% encumbered if you have a fully loaded quiver. Again, you must load the quiver with the arrows, because they don't fall into the quiver themselves. And you can only hold one quiver.



And finally, to my last point. Arrows aren't like many long distance weapons. If you get hit with an arrow, it sticks into you. therefore my last suggestion is a type of "reverse infection." When a survivor or zombie gets hit with an arrow, an option will allow you to pull out an arrow. any action you make without pulling out the arrow, you lose 1 HP. A person can be stuck with 3 arrows maximum. removing an arrow still inflicts damage on you. so if you had 1 arrow stuck in you, when you take it out, ou lose 1 HP. if you have 3 arrows stuck in you, and you pull out 1, you lose 3 HP.

As posting a suggestion here, I am happy to consider any revision of this suggestion of mine. Now, berate away and tell me the flaws in my design. Let the onslaught begin.

Discussion (Archery and Skills)

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--RosslessnessWant a Location Image? 20:48, 10 November 2008 (UTC)

Interesting touch...but out of genre. Chaplain Drakon Macar 01:20, 8 November 2008 (UTC)

I don't mind new weapons if done properly. This one isn't. Requiring 3 AP to use means it should be a powerful weapon in some way to require that many points. And, yes it IS a firearm because a fiream (basically speaking) is a projectile launcher. in the context of UD, its moot though because the factor that defines a "gun" compared to melee is range. A quiver won't work the same way shotgun shell bandoleers won't work. Why would a person pull out an arrow if its going to do damage? I'd just leave it in.--Pesatyel 05:39, 8 November 2008 (UTC)

Technically, NO, it is not a firearm, because firearms use a sort of an explosive charge to fire. But when i meant that it wasn't a firearm, but that it wasn't similar to most firearms. In guns, you pull a trigger. In a bow, you pull back a string and it requires strength and percision. Also, I am a person of compromise, after all, this is only my second suggestion. I really hope to bring this to voting, and i'll change dozens of points brought forth that make sense to me, so i could take out the fluid motion skill and just have an arrow in your inventory and be able to fire, or increase the damage a bow and arrow makes(but to me that seems improbable that a person with no bow training could make a strong and accurate shot so easily.)-- Yungblood 08:23 November 8, 2008 (EST)

Duped in many forms. sorry. Here's one example. Suggestion:20080603 Bows & Arrows --RosslessnessWant a Location Image? 18:42, 8 November 2008 (UTC)

Bows and arrows again? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:15, 8 November 2008 (UTC)


Projectiles

Timestamp: Blanemcc 21:08, 6 November 2008 (UTC)
Type: New Skill & Item
Scope: Survivors
Description: This suggestion covers a new Military skill based around thrown projectiles to be used as weapons.

Most objects in the game will be able to be thrown, except those objects deemed to be too heavy to be thrown, such as generators or trees.

Every object will have a base of 5% to hit. This base rate will be upgraded with the new survivor skill tree "Thrown Projectile Training" , or a skill of similar name.This will be the first level of this tree, and will give +25% accuracy with thrown projectiles.

Second Level of this tree will give a further +25% to all basic thrown weapons.
The Third level will allow for the manufacture of "Molotov Cocktails" which will give this thrown object only a further 10% accuracy.

Molotov Cocktail This weapon will be created from items which up to this point have had limited use, or have been used for other purposes. The components needed to create this new item would be:

  • 1 x Wine or Beer Bottle
  • Fuel Can (some fuel is taken out of the can each time a molotov is created)
  • A rag (selected automatically when inside a building where a character can change their clothes. Survivors creating a molotov will get the message "You tear a section from the garment" or some such.)
  • Lighter/ Matches ( Now searchable in auto-repairs, Mall stores, Police Departments, Hospitals and many other buildings)

The Molotov would deal 15 damage on hitting the target, and has a small chance (10%, let's say) of igniting the target's clothing, causing them to lose 1 HP for every move they make up to 5 moves, at which point the flames will go out as it is assumed the target will frantically try to beat out the flames.

Regular Projectiles Regular thrown items will do damage relative to the amount they would do regularly, minus one. Therefore, a fireaxe would do 2 damage, a knife 1, etc etc.

Any object may be thrown, within reason, so you may throw empty guns at a target at a last ditch attempt to kill them.

Thrown Ammo Ammo is assumed to be light and small, and will therefore do minimal damage (ie 0). This is the only case where a thrown object does not do its regular damage minus one.

Discussion (Projectiles)

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--RosslessnessWant a Location Image? 10:15, 9 November 2008 (UTC)

I am almost certain the molotov cocktail and this entire suggestion is a dupe. if it is, im sure iscariot or some other will supply the page. and if its not, which i doubt, i am sorry Yungblood 17:52 November 5, 2008 (EST)

This may be possible, but have you ever realistically seen someone throw an axe (particularly with any accuracy) up to the length of a city block? To do any real damage to a zombie (or person) you'd have to be within a few feet.. I'll post any improvements I think up.. Sort of a combination of dupes.. If not a dupe in itself. 00:39, 7 November 2008 (UTC)

That argument is irrelevant within the context of Urban Dead. "City block" has no unit of measurement here. Two characters within the same square are considered "in range" regardless of the weapon used. You don't think a gun could fire into another square?--Pesatyel 05:15, 7 November 2008 (UTC)
In other words.. THIS.. IS.. MALTON. But really, you try to throw an axe. It seem stupid, yet needed. 13:24, 9 November 2008 (UTC)

Du-du-du-du-du-du-dupe. *Continues until he finishes the entire super mario bros theme using only the word dupe.* Chaplain Drakon Macar 00:54, 7 November 2008 (UTC)

Its been suggested/discussed before. I suggested it myself. The problem people had is that its "useless" since you can drop items for "free". The point is to allow players to have a new way to do it, something that could be fun.--Pesatyel 05:24, 7 November 2008 (UTC)

C'mon, you all like the idea of throwing bottles around for bar fights and what not. Throwing an empty pistol for finishing blows. No? --Blanemcc 18:57, 9 November 2008 (UTC)


Zombies can tear off clothes

Timestamp: Kolechovski 20:51, 6 November 2008 (UTC)
Type: Flavor
Scope: Zombies
Description: If you try to change clothes while a zombie, you get the message that you can't change in or out of your clothes. Well, why can't you "change" out? It'd be by ripping off the clothes. So, I think zombies should be able to remove whatever they want, though they still can't change into anything new.

Discussion (Zombies can tear off clothes)

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--RosslessnessWant a Location Image? 10:14, 9 November 2008 (UTC)

I'd vote for it. Kinda like a Hulk shirt-ripping. ᚱᛁᚹᛖᚾ 01:43, 7 November 2008 (UTC)

Sure, why not?--JaredV 03:42, 7 November 2008 (UTC)

This has at least been discussed before, pretty sure it was also suggested but I'm too lazy to check out myself :P. --Midianian Big Brother Diary Room: [508,07] 08:38, 7 November 2008 (UTC)

You are correct, sir. This is a Dupe, and of a Peer Reviewed suggestion. ᚱᛁᚹᛖᚾ 09:05, 7 November 2008 (UTC)

Depants

Timestamp: --Gus ThomasSpartaZHU 20:01, 6 November 2008 (UTC)
Type: Skill
Scope: Zombies
Description: Upon purchasing this skill, zombies will have a 4th "attack" option to interact with humans. Just as with the three attack options currently used, the attack dropdown menu will allow the zombie to "attack with depants". However, rather then doing damage to the human (as do bite and claw options), the zombie will simply drag the target humans pants/skirt/kilt down.Additionally, a zombie is able to use this skill against zombies wearing pants as well. Zombie will not gain some cyrptic method of identifying targets wearing pants, and the player will have to rely on a targets profile to tell if they have pants on or not. Similar to the human ability to attack with a 100% chance to hit with a newspaper, zombies with the depants skill have a 100% success rate (as with Feeding Drag). Finally, once a zombie successfully depants a target, the target is thus in a state of pantslessness until they go through their settings and put a new pair on. Zombies, of course, would have to be revived before they are able to do that. As the zombie brain is limited in its state of undeath, the zombie is unable to distinguish between pants, skirts, kilts or shorts, and all its flavor text will refer to these items of clothing as merely "pants".
  • Prerequisities: Player must be zombie at time of skill purchase, just like every other zombie skill.
  • Location in Skill tree:Found within the Vigour Mortis skill set, this skill is only available after Feeding Drag is purchased. While technically this would make the skill a 3rd tier (it has two prerequisities), humans already have three such skills (Advanced Pistol Training, Advanced Shotgun Training and NecroNet Access).
  • Crossover skill: Humans already have a similar attack when they attack a zombie or a human with a newspaper (see here). Therefore depantsing will be limited to just zombies.
  • Cost in XP: 100exp, just like every other zombie skill.
  • How it's activated: As explained in description (above), this skill is used same as Feeding Drag. When attacking a human, it will be a 4th "attack" option available to the zombie that has it. Unlike Feeding Drag, there will be no change to the human location.
  • Cost in AP: One AP, same as the other zombie attacks.
  • Flavor text:
    • When attacking a human with pants or skirt : Zombie will get the message "You drag {target}'s pants down". Humans will get the message "A zombie dragged your pants down" (unless targeted human has attacking zombie in their contacts).
    • When attacking a human with no pants or skirt :Zombie will get the message "{Target} is already pantsless". Zombie will not lose a AP.
    • Third partys : Regardless of being a zombie or a human, anyone in the same immediate area will get the text "A zombie pulled down {Target}'s pants. (time ago)". As with the targets perspective, players would not see the zombies name unless they have them in contacts. In order to witness a depantsing, a player needs to be inside if it occurs inside, or in the same section of the large building (for example, same block of a mall). Finally, regardless of how many players are in the building, everyone there will witness the depantsing. Precedent of this is when a player kills another player, regardless of how many people are in the building, everyone sees it.

Discussion (Depants)

Sorry. Trousers. --RosslessnessWant a Location Image? 20:06, 6 November 2008 (UTC)

Win, win, win, win, and more win.--/~Rakuen~\Talk Domo.gif I Still Love Grim 01:05, 7 November 2008 (UTC)

WTF CENTAUR - Epic win. --Haliman - Talk 01:29, 7 November 2008 (UTC)

Attacking a human with no pants shouldn't cost AP. Drag doesn't have a penalty for trying to drag harmanz over 12 HP, neither does a normal attack on an invalid target, using an item on a dead body, etc. ᚱᛁᚹᛖᚾ 01:47, 7 November 2008 (UTC)

Changed, thanks for pointing that out Rev. --Gus ThomasSpartaZHU 02:05, 9 November 2008 (UTC)

No because I want my zombies to be brain craving fiends not pants snatching perverts--Honestmistake 09:37, 7 November 2008 (UTC)

I'd vote keep, just because it's funny.--Studoku W! 17:23, 7 November 2008 (UTC)

While this will never get implemented, I will gladly vote keep if you put it up for voting.--JaredV 20:13, 7 November 2008 (UTC)

Unless Wedgie is introduced I won't vote Keep on this.--– Nubis NWO 23:22, 8 November 2008 (UTC)

I'm voteing keep to this, this stuff is good and could add a comdic moment in battle. --Ltpotter 15:36, 10 November 2008 (UTC)

This is hilarious, I'd vote yes. --Fiffy 21:09, 10 November 2008 (UTC)

My name is Dongs and I approve this suggestion. UD is a game. Games are meant to be fun. UD is competitive, yes, but above all, UD is FUN. APPROVE DEPANTS.--Drugsanimudongs 12:21, 11 November 2008 (UTC)


Zombie Hunter Skill: Removeing Head

Timestamp: Ltpotter 23:05, 4 November 2008 (UTC)
Type: Skill
Scope: Human Characters
Description: If you kill a zombie with a melee weapon, it now takes 5 more AP for it to stand up. This idea would also mean changing the head shot skill so that it's effect only works with guns. The whole idea of this skill is to add more in depth to the game, plse that fact that for a while now we have had only 1 zombie Hunter skill and I personally know that we can do better then that. I also suggest making this skill cost more then the Normal Head Shot skill.

Discussion for Zombie Hunter Skill: Removeing Head

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--RosslessnessWant a Location Image? 10:14, 9 November 2008 (UTC)

Moved from voting section because I don't think he meant for it to go straight to voting. If I am wrong and you meant it to be voted on please remake the page correctly. It is "removing" by the way.--– Nubis NWO 00:07, 5 November 2008 (UTC)

Read this carefully: Zombies are players too. Do not fuck with people's AP. Enough said.--Papa Moloch 00:32, 5 November 2008 (UTC)

I don't think he's not actually proposing anything different to the current situation. In fact this benefits zombies by forcing harmanz to buy 2 zombie hunter skills to perform the same job.--xoxo 00:44, 5 November 2008 (UTC)
He's referring to decapitation, which is a degree beyond a headshot, so I consider it a perfectly legitimate reading to see this as stacking AP penalties. --Papa Moloch 00:54, 5 November 2008 (UTC)
Also, 5 more AP for it to stand up. Yeah, that doesn't sound too good.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 00:56, 5 November 2008 (UTC)
Hmm...he says headshot will only work when guns are used and that decapitation will work without. But i think you're right in that by 5 more ap he means on top of headshot rather than on top of standup costs. Defence of suggestion cheerfully withdrawn.--xoxo 01:03, 5 November 2008 (UTC)

I THINK he is proposing that the Headshot skill be split into two different skills, both with the same function. One for guns, one for melee. I'm not real sure why becuase if you hit someone on the head with a bat its still a "headshot". And the fact there is only one weapon that can really be considered able to decapitate seems to have been ingored too.--Pesatyel 02:56, 5 November 2008 (UTC)

Hey, he fucked up in his wording. Let us have our ego-damaging fun! :) -- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 02:59, 5 November 2008 (UTC)
It could be either. But it's gonna be either overpowered or pointless...--xoxo 06:42, 5 November 2008 (UTC)

If it is stackable, it's really nasty since it would usually leave zomblets (my new word for new zombies) with 30AP/day.-Studoku W! 17:25, 7 November 2008 (UTC)

Hell no. Leave my AP alone! --JAREDPlay the game


Save Spot With GPS

Timestamp: A Big F'ing Dog 04:18, 2 November 2008 (UTC)
Type: Improvement
Scope: GPS unit item
Description: Here's an idea to make the GPS unit better. What if clicking it could save a location. From then on instead of it giving you a set of coordinates it would give you directions to place you set it for. So if you click a GPS and move 5s3e the GPS unit would no longer say [45,81], it'd say [5n3w]. Moving, of course, would alter it so it keeps giving you accurate directions.

The GPS unit would keep being set to that location even after logging out and logging back in again. It would cost 1AP to set a GPS unit to a location, and another 1AP to switch it back to giving coordinates (after which it can be set for somewhere else).

It'd be best if each GPS unit in your inventory could be set to a different place but if that would take up to much memory it can make it so that clicking one GPS sets them all to that location, or you could only allow one GPS to be set at a time.

It would be a useful reminder. You could set it for the nearest mall and always know how to get there as you wander around the neighborhood, or a hospital, or a necrotech, etc. Yeah, a map could also tell you that but this is just faster.

Discussion (Save Spot With GPS)

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--RosslessnessWant a Location Image? 20:48, 10 November 2008 (UTC)

LOL. i only read the first 2 paragraphs, but there is a handy greasemonkey script that does this for you. It be very useful. Lemme find the link for you.--xoxo 05:48, 2 November 2008 (UTC)

bingo.--xoxo 05:55, 2 November 2008 (UTC)
Design principles say that people shouldn't have to use an addon to do something-and this would support newer players and more casual players who cbf-ed using a script (or even know about it.)Linkthewindow Talk 06:09, 2 November 2008 (UTC)
But they don't have to. If you don't like the way the game is you can patch it up yourself (or if you don't have the skills, eg me, use other peoples stuff). It means each player can add the features they want and not the ones they don't and means less work for kevdog. Seems win win to me. That's not to say this suggestion shouldn't go ahead or whatever, i'm just pointing out that a big fucking dog can get this done now if he wants rather than hoping and waiting for kevan to introduce it.--xoxo 08:39, 2 November 2008 (UTC)
I actually think this is a needed enhancement for the GPS although I would prefer if clicking it set it to display a second set off co-ordinates along the lines of "[xx,yy] - (aa,bb)" with x/y being current and a/b being the location/direction (and possibly in a different colour) where you clicked the GPS, only having one displayed would result in people carrying two GPS units instead.
Scripts and ad-ons should not add extra things to the game, organising your inventory/changing graphics/making it easier to access available information is fine. Out of curiosity I actually took a look at the page and was unsuprised to see this "Additional Features: You can also view the co-ordinates of your current location and home base. This effectively makes the GPS Unit item redundant." If I understand it correctly what this also does is eliminate the need for a GPS, effectively cheating and giving you an unfair advantage over regular players who prefer to play the game as intended because you no longer need to carry one. --Kamikazie-Bunny 14:27, 2 November 2008 (UTC)
That's true. However the nice skins that make the map look pretty effectively tell you where NT buildings are. Information about this (and GPS info) are also available on the wiki. So people will more spare time can effectively make the GPS unit redundant and are cheating. Or are you saying we should exclude GPS data from the wiki? If the information is available from the game it's not really cheating is it? It's just using a tool to access a database of free information. Anyway that's my two cents, i can see that you could disagree, but the script i linked to does do exactly what you're both looking for. Just use it, you know you want to ;) --xoxo 22:00, 2 November 2008 (UTC)

As Linkthewindow said, players should not HAVE to use outside scripts to get something that can be done in game. I see nothing wrong with this suggestion.--Pesatyel 07:55, 2 November 2008 (UTC)

I think it would be best to have the same kind of screen as radios when you click them, where you could either set it to current location, set it to some arbitrary location, or disable the "homing" feature completely. In my opinion different GPSs should be able to have different locations. --Midianian|T|DS|C:RCS| 11:17, 3 November 2008 (UTC)

I've thought of this for quite some time.I wondered why such a feature was never used. I thought it would have already been in PR and just been sitting around like many other suggestions. Right now, it's a gay device. It needs something to beef it up.--Kolechovski 21:04, 3 November 2008 (UTC)
Thats primarily because all of Malton has been mapped and on that map are all the co-ordinates. Realistically, I'd rather see it cut from the game entirely, but i wouldn't mind this alteration so much. - tylerisfat 21:18, 4 November 2008 (UTC)
Coordinates are in the page source as well, so GPS was pretty much always useless. ᚱᛁᚹᛖᚾ 10:59, 11 November 2008 (UTC)

Dupe. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:32, 8 November 2008 (UTC)


Suggestions up for voting

Watch

Suggestion:20081110_Watch is up for voting. Discussion moved to here. --Blake Firedancer T E RNL? P.I.S.I.T. 10:17, 10 November 2008 (UTC)

Flak Jacket

Suggestion:20081105_Flak_Jacket_Update is up for voting. Discussion moved to here.