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<noinclude>{{Developing Suggestions Intro}}</noinclude>
==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 [[Talk:Developing Suggestions|here]].
Discussion concerning the suggestions system in general (including policies about it) takes place [[:Category_talk:Suggestions#Suggestion_Discussion|here]].


Nothing on this page will be archived.
===Shrink the map===
 
{|
== Please Read Before Posting ==
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
 
|-
*''Be sure to check [[Frequently Suggested#The List|The Frequently Suggested List]] and the [[Suggestions Dos and Do Nots | 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 [[Suggestions/RejectedNovember2005#SMG.2FMachine_Pistol|Machine Guns]] and [[Suggestions/24th-Apr-2007#Rooftops.2C_Sniper_Rifle.2C_and_Sniper_Ammo|Sniper Rifles]]'''. There users can also get a handle of what an appropriate suggestion looks like.
|'''Type:''' Map change
*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.
|'''Scope:''' Everyone
*<font color="red">'''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.'''</font>
|-
 
|'''Description:''' There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.
== How To Make a Suggestion ==
|}
 
====Discussion (Shrink the map)====
====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
"'''[[Developing Suggestions#Suggestions|Suggestions]]'''", paste the copied text '''above''' the other suggestions, and replace the text shown here in <span style="color: red">red</span> with the details of your suggestion.
 
<nowiki>
===</nowiki><font color="red">Suggestion</font><nowiki>===
{{suggestionNew
|suggest_time=~~~~
|suggest_type=</nowiki><font color="red">Skill, balance change, improvement, etc.</font><nowiki>
|suggest_scope=</nowiki><font color="red">Who or what it applies to.</font><nowiki>
|suggest_description=</nowiki><font color="red">Full description. Check spelling and be descriptive.</font><nowiki>
|discussion=|}}
====Discussion (</nowiki><font color="red">Suggestion Name</font><nowiki>)====
----</nowiki>
 
====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 [[Developing Suggestions/Overflow1|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 <nowiki>{{SNRV|X}}</nowiki> at the top of the discussion section. This will show that there is active conversation again.
 
__TOC__
 
<span style="font-size:1.5em"><font color="red">'''Please add new suggestions to the top of the list.'''</font></span>
----
==Suggestions==
 
===Flak Jacket===
{{suggestionNew
|suggest_time=[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:05, 2 November 2008 (UTC)
|suggest_type=Improvement
|suggest_scope=Those who wear flak jackets.
|suggest_description=
Given the new Flesh Rot update I'm suggesting an update to the Flak Jacket...
 
:*Flak Jackets now have the equivalent of 100HP.
:*The damage they reduce is now subtracted from their 'health' i.e. shotgun 2, pistol 1.
:*Anyone wearing a flack jacket cannot see it's health, however if it is has 50HP or less it has the prefix "a damaged" and if it has 25 or below it has the prefix "a badly damaged".
:*When a Flak jacket has 0Hp or below it is automatically discarded with the flavour text "your flak jacket is ruined and falls apart".
 
A potential idea for additions/improvements is allowing Flak Jackets to be found at any level of damage.
 
And for those who want the numbers it means a player would have to receive 400 damage from fire arms before their flak jacket falls apart.
 
The health of a flak jacket will degrade even if you get shot as a zombie with flesh rot (normally armour is worn over the skin!).
 
 
|discussion=|}}
====Discussion (Flak Jacket)====
If you're going to start whining that your a zombie and don't want to buy brain/flesh rot but still want the benefits you better have a good excuse... --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:05, 2 November 2008 (UTC)
 
Would make searching police departments more popular as you could find a needed flak jacket alongside the ammo (short for: less mall centric), also makes carrying two worth it. But I still don't know if I like this. - [[User:Whitehouse]] 17:10, 2 November 2008 (UTC)
 
50 HP would probably be too little. It'd be only about four deaths and then you'd have to get a new one. By the way, would flak jackets degrade if you get shot as a zombie? Logically they should, but that would just destroy them faster. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Developing Suggestions|DS]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 17:31, 2 November 2008 (UTC)
:The amount of health the Flak Jacket has is open for debate, I picked 50Hp because it was the same as the amount of health the user has by default and worked fine for quick number crunching. I'll happily raise it to 100 if people agree it's too low. Any thoughts on variable health when finding them? (added info for zombies). --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 18:20, 2 November 2008 (UTC)
::Maybe have varying health, but it could get kind of annoying to constantly find 1HP flak jackets. Perhaps have a limit to the amount of damage that they can have? [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 21:11, 2 November 2008 (UTC)
 
Assume found secondary Flak Jacket parts are 'scrapped' to replenish the worn flak jacket.  So: find a flak jacket, wear it automatically, find other flak jackets, their "healths" when found are added to that of the worn flak jacket, up to the maximum.  Flavor text would go as (initially) "You find a (good / partially damaged / badly damaged) flak jacket and wear it," then for each subsequent flak jacket found, "You find a (good / partially damaged / badly damaged) flak jacket and scrap it for parts."  I would suggest jackets at >65% of the maximum are "good," 30%-65% of the maximum to be "partially damaged," and <30% of the maximum to be "badly damaged."  Oh, and beware of dupes, this looks like a familiar idea.  --{{User:Galaxy125/Sig}}21:44, 2 November 2008 (UTC)
:Parts? I don't know if flak jackets really have parts. I like the idea, but that flavor text sucks. - [[User:Tylerisfat|tylerisfat]] 07:34, 3 November 2008 (UTC)
::True, flavor text is not my strong suit.  I figured most permanent damage to body armor comes from its non-bulletproof materials wearing out, like the velcro that holds it together, which could be replaced.  --{{User:Galaxy125/Sig}}09:30, 3 November 2008 (UTC)
 
Yes! This is a great idea. Now that zombies can't cry about how degrading flak jackets is terrible for rotters this is exactly what we need. I say you up it to 100. So you mean that if i get shot with a pistol for 5hp, 1hp comes off my flak's 'health' and 4hp comes off my health? If that is the case a death from 60 via pistol or shotgun is 13hp for the flak. 100 seems good to me. Finding damaged ones would suck, they should all be 100.--{{User:J3D/ciggy}} 21:50, 2 November 2008 (UTC)
:Oh yeah plus this is pretty damn dupey, but imho it should be allowed to have a run through as it is in response to a game update.--{{User:J3D/ciggy}} 21:51, 2 November 2008 (UTC)
:: I would find a dupe, But it was on T:S and thus has been purged. Does anyone recall why this was bad? {{User:Dr Cory Bjornson/Sig}} 22:53, 2 November 2008 (UTC)
::: If I recall correctly most of the people who said nay felt that zombies were put at a disadvantage especially if they got the rot as they were the main victims of firearms yet would have to keep getting revived for jackets. Hence why I feel it should be given a new lease of life as the main argument is now null, feel free to correct me though if I'm wrong. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 23:03, 2 November 2008 (UTC)
 
'''Flak jacket health upgraded to 100 (from 50) based on discussion, relevant numbers changed.'''
It's seems most people are against the idea of finding damaged flak jackets, whilst I have no problems leaving this out how would people feel having it vary between 75Hp and 100Hp when found just to add a little random chance. Personally I think it would be easier to leave it out and have them all found at 100Hp but I figure I'd put the idea out there. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 22:58, 2 November 2008 (UTC)
:Agree with the new numbers. I'll though out a "repair" idea (using a certain number of AP's to repair damage-2/1 comes to mind,) but that may need a bit of working. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 10:34, 3 November 2008 (UTC)
 
I endorsed this before the rotter update  and now that the main kill reason is gone i see absolutely no reason why it should not pass with flying colours... For the record armour vests often have ceramic plates which slide into pockets for added protection. Adding these as a "first aid" kit for armour might be a flavoursome way to repair them or just a way to boost the amount of hits they take before becoming useless? --[[User:Honestmistake|Honestmistake]] 10:38, 3 November 2008 (UTC)
 
The ceramic plate is actually a good idea to me. You have your base vest, and then you add ceramic plates as you go. Wouldn't have to carry two flak jackets, and you can store up to a much larger amount of armour total (being able to replace the damaged part of your vest), but at the cost of increased encumbrance. That would also fall in line with the current bite flavour, as the ceramic/metal plates are more developed against ballistic rounds instead of stabbing/biting/cutting/hacking etc. There's also the fact that those kinds of attacks generally end up in the extremities or in areas that aren't normally covered by a vest's protective parts.--{{User:Suicidalangel/Sig}} 11:13, 3 November 2008 (UTC)
:I think being able to repair flak jackets would over complicate things. At the moment they only have 2% encumbrance so you may as well carry an extra one that automatically takes over when the current one is destroyed as opposed to messing around and repairing your current one. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:23, 3 November 2008 (UTC)
::Is a vest really only 2%??? Should be at least 5%. Anyway I kinda like my ceramic plates idea. Give the vest a 75HP base and allow ceramic plates to "heal" 50 at a time upto a max of 100 (or even 125?) Put vests upto 3% enc with plates adding 2% and weighing in at 2% for spares--[[User:Honestmistake|Honestmistake]] 15:47, 3 November 2008 (UTC)
::Overcomplicate things? Its basically just a gun. Instead of killing stuff, you're healing your armour.--{{User:Suicidalangel/Sig}} 20:14, 3 November 2008 (UTC)
----
 
===Football===
{{suggestionNew
|suggest_time=[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 04:22, 2 November 2008 (UTC)
|suggest_type=
|suggest_scope=Novelty soccer ball
|suggest_description=To continue the discussion, how can I improve my idea that got voted down?
 
I suggested a ball that would be placed in a random part of Malton. Survivors and zombies would be able to move the ball 1 space at a time by kicking it, at a cost of 1AP. The location of the ball would be added to the game stats. The idea would be to see where players move the ball, and see if they compete where to keep it (a zombie group could try to keep it in Monroeville for example or survivors move it outside a fort).
 
Some people asked for:
:1) Making it a temporary event
:2) Added scoring rules
:3) Not suggesting it at all because it's silly (but I'm wearing a werewolf mask right now so...)
|discussion=|}}
====Discussion (Football)====
I don't know why this is up here again, you should decisively be verifying what you ''have'' changed since last suggesting this. I'll repeat what I think though. I like the idea of a counter on the stats page as a temporary event during a European comp or something similar. I like humans vs zeds, and I like the idea of it starting in Ridleybank, like the center of a field, and having the East and West sides as goals. I think the ball should go randomly to the east/west upon interaction. Direction is in relation to the relevant player kicking it, eg. Humans press one button to randomly kick it NW/W/SW and zeds likewise in the NE/E/SE direction. That's all I have to add to the suggestion I think... {{User:DanceDanceRevolution/sig}} 04:41, 2 November 2008 (UTC)
:I haven't changed anything yet. I'm still just asking for ideas before I alter it. --[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 05:40, 2 November 2008 (UTC)
 
Perhaps [[Suggestion talk:20081029 Football|read what was said last time]] before putting it back up here? You also might want to remove the old suggestion, to prevent confusion. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 06:01, 2 November 2008 (UTC)
:Whoops, my bad, that was typed too quickly without reading your update :). But, anyway this seems a bit redundant as the old discussion had plenty of ideas. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 06:03, 2 November 2008 (UTC)
 
If you want to play a different game, LEAVE AND PLAY A DIFFERENT GAME. This game is about a zombie apocalypse. Not Urban Soccer. The Christmas trees and, especially, the Halloween stuff, work because they are temporary. And they actually work because the realistically reflect people trying to cope with life in a war zone. And everyone likes holiday festivities.--[[User:Pesatyel|Pesatyel]] 07:53, 2 November 2008 (UTC)
:Deja Vu.....This is a developing suggestions page. No need to use CAPS to show your super serious. Save the anger for the actual suggestions.--{{User:Sexylegsread/sig}} 11:22, 2 November 2008 (UTC)
::This shouldn't even be on the voting pages.  Thus the emphasis needs to be here.--[[User:Pesatyel|Pesatyel]] 11:57, 2 November 2008 (UTC)
 
Am I the only person who likes it the way it is? Having it as a temporary event is fine but adding scoring in is just stupid, what stops someone just zerging or kicking it against the border and back a block repeatedly? If it resets to the centre after a goal you'd potentially have people having to run half way across the map after a goal wasting AP and making it less fun. Sticking the ball in the centre and letting people kick it wherever they want allows people to make up their own rules and not feel compelled to kick it on one direction and could results in a potential capture the flag type situation where a group uses the ball as bait and pour out the buildings to attack any one else after it. To summarise: (1) not bothered - (2) No - (3) The game is meant to be fun not a hardcore simulator, the phrase ''"If you want to play a different game, LEAVE AND PLAY A DIFFERENT GAME"'' comes to mind! --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 14:37, 2 November 2008 (UTC)
 
Make it temporary... In fact make each match last a set time... 2hours and only cover 2 burbs. during that time the ball appears at the junction of the 2 burbs and those wishing to play have to "get ball" for 1AP, kick ball 1 square (1AP) and repeat as many times as they want. While they have the ball an attack will take it of them Zombies can play too but will probably be more interested in pitch invasions :) Anyone wishing to know the times and locations for matches will have to tick a box in preferences so as to get the fixtures list. Scoring will be between the 2 burbs rather than zeds vs survivor and the ball restarts on the border after each goal. That should also answer a lot of the "NOT REALISTIC" comments as in Britain football is often considered the national religion and after rescuing our mums and girlfriends and supplying a source of cold beer we really would organise a game of footy! --[[User:Honestmistake|Honestmistake]] 10:51, 3 November 2008 (UTC)
----
----


===Save Spot With GPS===
===Action Points===
{{suggestionNew
{|
|suggest_time=[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 04:18, 2 November 2008 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|suggest_type= Improvement
|-
|suggest_scope= GPS unit item
|'''Type:''' Action Points Increase Regeneration Rate
|suggest_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.
|-
 
|'''Scope:''' Everyone
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).
|-
 
|'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game.  I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.
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.
|}
 
====Discussion (Action Points)====
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=|}}
====Discussion (Save Spot With GPS)====
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.--{{User:J3D/ciggy}} 05:48, 2 November 2008 (UTC)
:[http://pete.nu/software/udhoming/ bingo].--{{User:J3D/ciggy}} 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.)[[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 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.--{{User:J3D/ciggy}} 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. --[[User:Kamikazie-Bunny|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 ;) --{{User:J3D/ciggy}} 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.--[[User:Pesatyel|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. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Developing Suggestions|DS]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 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.--[[User:Kolechovski|Kolechovski]] 21:04, 3 November 2008 (UTC)
----
----


===Survivor Diagnosis skill enhancement===
===Drone===
{{suggestionNew
{|
|suggest_time=[--[[User:Thoughtfoxx|Thoughtfoxx]] 11:06, 30 October 2008 (UTC)]
|'''Timestamp:''' [[User:Rosslessness|<span style="color: MidnightBlue ">R</span><span style="color: Navy">o</span><span style="color: DarkBlue">s</span><span style="color: MediumBlue">s</span><span style="color: RoyalBlue"></span>]][[User_Talk:Rosslessness|<span style="color: RoyalBlue">l</span><span style="color: CornflowerBlue">e</span><span style="color: SkyBlue">s</span><span style="color: LightskyBlue">s</span>]][[User_Talk:Rosslessness/Quiz|<span style="color: LightBlue">n</span><span style="color: PowderBlue">e</span>]][[Monroeville Many|<span style="color: PaleTurquoise">s</span>]][[The Great Suburb Group Massacre|<span style="color: PaleTurquoise">s</span>]]<sup>[[Location Page Building Toolkit|<span style="color: DarkRed">Want a Location Image?]] </span> </sup> 19:10, 23 July 2022 (UTC)
|suggest_type=Skill.
|-
|suggest_scope=Survior Medics.
|'''Type:''' Survivor Item
|suggest_description=Please bear with me as this is a first time post and I am also just getting a feel for how this works. Essentially it would be useful [not to mention in character]for survivors with the diagnosis skill to be able to see other survivors who are infected. [Zombies can do this already].
|-
|discussion=|}}
|'''Scope:''' Survivors
 
|-
====Discussion (Survivor diagnosis skill enhancement)====
|'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.
 
|}
{{SNRV|4}}
====Discussion (Drone)====
 
Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC)
--{{User:Rosslessness/Sig}} 21:53, 2 November 2008 (UTC)
 
Almost certainly a dupe, but i quite like the idea. Especially in the context of the FAK search rate nerf.--{{User:J3D/ciggy}} 11:19, 30 October 2008 (UTC)
 
This is often shot down for multiple reasons:
*Diagnosis is genrally taken to mean (in the game) the ability to see the extent of trauma, i.e. when you see someone on 56HP, your character actually sees someone with a bite, when you see someone with 12HP your character sees someone with broken bones, multiple lacerations and a concussion. Diagnosis means little to a microscopic entity such as an infection. In the real world you cannot tell if someone has Hepatitis or AIDS just from a cursory visual inspection.
*Adding this is seen as creating "Hel Characters", that is characters that can do the same whether living or dead. This is generally discouraged in game unless for a legitimate mechanics over RP reason, such as the recent Flesh Rot update.
*Infection is already a weak skill, any attempt to increase the efficiency of survivors to avoid it is seen as unnecessary.
 
Have a read of the Frequently Suggested Ideas and Suggestions Do and Do Nots (both linked at the top of this page) and get yourself a dedicated zombie character, this will broaden your game experience and increase your understanding of why this won't pass. -- {{User:Iscariot/Signature}} 11:24, 30 October 2008 (UTC)
:Actually, I think it kind of depends on the description of "being infected" Kevan is using.  You mentioned diseases that don't have physical symptoms, but there are just as many diseases that DO have physical symptoms (Small Pox and Plague, for example).  Whose to say that Zombie Infection doesn't have similar symptoms?  Especially at "dying" level?--[[User:Pesatyel|Pesatyel]] 01:38, 31 October 2008 (UTC)
:In every zombie move I've seen, people who have been infected by a bite always show symptoms until they turn. Don't see how it'd be any different here. Although we all know that everyone is infected with the air/water borne disease (we all turn zombie when we jump off a building or are shot), there should be an obvious difference with a bite infection, with the gushing wound and gaunt appearance and all. --{{User:A Helpful Little Gnome/Sig}} 02:57, 31 October 2008 (UTC)
::In every zombie movie I've seen, people who have been bitten (and understand the implications) try to hide it from their fellows, for fear of being killed or left behind.  --{{User:Galaxy125/Sig}}06:27, 31 October 2008 (UTC)
:::I think you missed some of the pont being made (at least by me). First all, 98% of the characters in zombie movies have NO medical knowledge.  In this case this skill is specifically medical knowledge.  Secondly, covering a bite on the forearm can be done with sleeves, sure, but what about the OTHER symptoms.  As I said, the Plague and Small Pox, as examples, had physical symptoms.  Other diseases don't have as obvious symptoms, but then that's why we need Diagnosis.  Infection isn't just "a wound" its an illness.  When your sick, there are frequently signs.  And THIS infection would be more likely to have them.--[[User:Pesatyel|Pesatyel]] 05:26, 1 November 2008 (UTC)
::::Some other symptoms (e.g. paranoia, excessive sweat, heavy breathing, etc.) can be disregarded as being how a person naturally acts or naturally looks.  Furthermore, smallpox or plague-like symptoms are not visible until later in the infection.  Limiting this suggestion's capability to people on your contact list (you can see if your contacts are infected and vice versa) would take care of the first problem, or allowing the infection to be seen if the infected person is under 10 HP (implying an older infection) would take care of the second.  --{{User:Galaxy125/Sig}}20:01, 1 November 2008 (UTC)
:::::Again, it depends on how Kevan chooses to interpret the signs of infection.  Once infected (in game) the diseases progress VERY fast (unless cured).  Cholrea could could kill within a matter of hours and most Plague victims were dead in a week.  So it could be argued that the progression of the zombie virus is MUCH faster than other diseases.  And while I'm aware that AP is not a true measurement of time it can still be used in that way. But I think you and I agree this suggestionmight be acceptable if the target were "dying".--[[User:Pesatyel|Pesatyel]] 21:28, 1 November 2008 (UTC)
::::::The problem with that is that there's no difference between someone who was low on health and was just bitten, and someone who was at full health and got down to "dying" because of the infection (ie. your current health is no indication of how far the infection has progressed). --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Developing Suggestions|DS]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 00:36, 2 November 2008 (UTC)
:::::::No, but hit points IS an indication of the person's physical health.  A person that is physically weakened by injuries would be more suspectible to deterioration from disease.  In other words, the disease would affect them faster because the body's systems are already damaged. A person that is physically fit and a person who had been shot several times, if both got infected at the same time, the person who was shot will be affected by the disease much faster than the healthy guy and it is not about game mechanics or hit points.--[[User:Pesatyel|Pesatyel]] 08:16, 2 November 2008 (UTC)
 
Whoever hacked Iscariots account and left that very polite response sums up the situation fairly well :P Personally though i think comparing the zombie virus to a slow acting virus is not totally fair, after all Flu is easily diagnosed because it has visible symptoms. A virus that can kill as fast as the zombie one should be noticeable to a skilled observer but in terms of balance that would require a significant boost to infections power (ie curable only 50% of the time?) --[[User:Honestmistake|Honestmistake]] 16:58, 30 October 2008 (UTC)
:Fuck you hippy! I'm nice when people deserve it. He did. The other 99% of people that post such suggestions are mouth breathing, window licking morons who are busy all day stealing ''my'' oxygen, I'm allowed to not be nice to them. -- {{User:Iscariot/Signature}} 20:37, 3 November 2008 (UTC)
 
Talking with an infection does not further damage you.  Allowing other survivors to pick out infected people makes communication unnecessary, which does not mesh with the basic ideas of the survivor class.  --{{User:Galaxy125/Sig}}18:23, 30 October 2008 (UTC)
 
Wasn't this suggested a few days ago here? Anyway, this is pretty useless as most infected people have a HP-loss anyway. Usually, I just heal the injured people, and if they are infected, then good for them. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 20:37, 30 October 2008 (UTC)
 
It's useless. People who don't have 50 or 60 hp are bound to get healed on demand by a fellow survivor anyway. {{User:DanceDanceRevolution/sig}} 23:28, 30 October 2008 (UTC)
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===CCTV Cameras===
===Backpack===
{{suggestionNew
{|
|suggest_time=[[User:Kolechovski|Kolechovski]] 18:28, 28 October 2008 (UTC)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|suggest_type=Improvement
|-
|suggest_scope=Mansions
|'''Type:''' New item
|suggest_description=In Monroeville, a mansion outside the city has nonfunctional CCTV cameras overlooking the outside of the mansion. Well, this gives me an idea for the mansions in Malton. Why wouldn’t they have cameras looking outside?  Maybe they do…Maybe now that survivors are forced to get more resourceful, they may have started using them.
|-
 
|'''Scope:''' Survivors
The way the cameras work is simple. In any powered block inside a mansion, there will be an option “View Surveillance Cameras” (must be in a powered block). You will then get a view similar to binocular use, though it only shows the outside of the mansion. Cameras in a quadrant of the mansion will only function if that quadrant is powered.  Unpowered sections will cause “No Signal” to display in the view of those areas.  Here is an example of what it would look like.
|-
 
|'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).
|discussion=|}}
====Discussion (CCTV Cameras)====
If I have to put a comment about more stupid shit at the top of this page, I'm not going to be happy.


Boredomwood isn't even 24 hours old and already you want to pull something from it over into Malton? Grow the fuck up. New toys may be shiny, but they might have sharp edges and be made of toxic plastic. -- {{User:Iscariot/Signature}} 21:05, 28 October 2008 (UTC)


Pretty much what Iscariot said. Anyway, no X-Ray vision. I'm pretty sure thats on SD/DN. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 21:06, 28 October 2008 (UTC)
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?


No. First of all, this is not even going to save you any AP. Between putting and fueling a generator in a mansion (and who does that?) and then actually using AP to repair the CCTV, (which would need to happen) and then actually using it, you could have just stepped outside and back in and entry point. silly. - [[User:Tylerisfat|tylerisfat]] 22:48, 29 October 2008 (UTC)
A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.


Im pretty sure this is a dupe. Where are the dupe fairies? --{{User:Rosslessness/Sig}} 23:24, 29 October 2008 (UTC)


: Yep. [[Suggestions/18th-Apr-2007#CCTV_revision_1|I]] & [[PR_Equipment_New#CCTV|II]] {{User:Dr Cory Bjornson/Sig}} 04:16, 30 October 2008 (UTC)
Q: If it wastes AP, what is the point?


I quite like this idea. Because it's so useless and only for a few useless non TRP buildings in the city it can't do any harm but adds some nice flavour for those mansion bunnies. Although i think it may be dupetastic. --{{User:J3D/ciggy}} 05:30, 30 October 2008 (UTC)
A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.


Check it, in Borehamwood, i'm inside a powered PD, and you have the option to view through the CCTVs, and switch between them. - [[User:Tylerisfat|tylerisfat]] 19:22, 31 October 2008 (UTC)


::Iscariot, you really just need to fuck off. Anyhow, I hadn't even ripped this idea from Borhamwood.  It was just by luck that Borehamwood ended up having these anyhow.  Anyhow, since it's not that much desired, and since a couple people before me have already come up with those ideas, there's no need for me to post them then.--[[User:Kolechovski|Kolechovski]] 21:01, 31 October 2008 (UTC)
Please give your thoughts.


:::That was cute. - [[User:Tylerisfat|tylerisfat]] 01:47, 2 November 2008 (UTC)
|}
====Discussion (Backpack)====
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==Suggestions up for voting==
===New Newspaper Article-Length of Pipe===
[[Suggestion:20081023 New Newspaper Article-Length of Pipe]] is up for voting. Discussion moved to [[Suggestion talk:20081016 Useless Use for the Crucifix|here.]]--{{User:Rosslessness/Sig}} 12:46, 27 October 2008 (UTC)
===Zombies stuck in lights===
[[Suggestion:20081030 Zombies Stuck in Lights]] is up for voting. Discussion moved to [[Suggestion talk:20081030 Zombies Stuck in Lights|here]]. --{{User:J3D/ciggy}} 05:46, 30 October 2008 (UTC)
===Football===
[[Suggestion:20081029 Football]] is up for voting. Discussion moved to [[Suggestion Talk:20081029 Football|here.]] [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 20:50, 30 October 2008 (UTC) ''Note: This was [[User:A Big F'ing Dog|A Big F'ing Dog's]] suggestion. He forgot to move it, so I did it for him.''

Latest revision as of 16:29, 14 February 2023

NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on 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.

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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



Shrink the map

Timestamp: --UroguyTMZ 16:28, 14 February 2023 (UTC)
Type: Map change
Scope: Everyone
Description: There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.

Discussion (Shrink the map)


Action Points

Timestamp: User:Wolldog1 10:07, 26 July 26, 2022
Type: Action Points Increase Regeneration Rate
Scope: Everyone
Description: Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.

Discussion (Action Points)


Drone

Timestamp: RosslessnessWant a Location Image? 19:10, 23 July 2022 (UTC)
Type: Survivor Item
Scope: Survivors
Description: Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.

Discussion (Drone)

Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --  AHLGTG THE END IS NIGH! 02:19, 24 July 2022 (UTC)


Backpack

Timestamp: Wild Crazy (talk) 20:55, 20 September 2021 (UTC)
Type: New item
Scope: Survivors
Description: This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).


Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?

A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.


Q: If it wastes AP, what is the point?

A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.


Please give your thoughts.

Discussion (Backpack)