Developing Suggestions: Difference between revisions

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=Suggestions=
===Shrink the map===
{|
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
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|'''Type:''' Map change
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|'''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)====
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===Action Points===
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===Urban Dead Classic===
{|
{|
|'''Timestamp:''' {{User:Axe Hack/Sig}} 21:48, 10 September 2012 (BST)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
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|'''Type:''' New Game Mode/New City
|'''Type:''' Action Points Increase Regeneration Rate
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|'''Scope:''' Urban Dead
|'''Scope:''' Everyone
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|'''Description:''' Now call me a grumpy old veteran or whatever, but I'm sure we can all agree that the best days of Urban Dead was before [[Cade Blocking]] was introduced in 2008. The classic era, 2005 through 2007, or the Golden Age of Urban Dead, if you will, were the days in which Urban Dead reached the height of it's popularity. How? Well, for one reason. Long term sieges.
|'''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.
 
I wish to propose a new map (something preferably a little smaller than Malton, due to the low number of players Urban Dead currently has) to feature the classic days of Urban Dead, for any players, old or new, to re-experience the classic days of Urban Dead before Cade Blocking was introduced (as well as other old features that no longer exist, such as the [[Assorted/Misc Items#Wirecutters|Wire Cutters]] and wired fences).
|}
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====Discussion (Urban Dead Classic)====
====Discussion (Action Points)====
Discuss, give ideas, etc etc! --{{User:Axe Hack/Sig}} 21:48, 10 September 2012 (BST)
 
Maybe as an alternative map. Which would be unlikely to happen, unless there is cash involved to get Kevan to work. --'''<span style="font-family:monospace; background-color:#222222">[[User:Spiderzed|<span style="color:Lime"> Spiderzed</span>]][[User talk:Spiderzed|<span style="color:Lime">█ </span>]]</span>''' 22:00, 10 September 2012 (BST)
 
Make it extremely small so as to enable even feral zombies to realize when sieges were going on. If there are several "siege spots" (malls or the like) then there should be no spot on the whole map that a bellow centred on one won't reach. I could see this being interesting but I'd suggest removing headshot from the skills available to players on that map to balance out the loss of interference; that or allowing brain rot to straight up never allow revives. {{User:Misanthropy/Sig}} 22:02, 10 September 2012 (BST)
:Aye. I agree with you here. The survivors need to lose something dear themselves in this Classic Mode, since zombies will be losing something dear themselves. --{{User:Axe Hack/Sig}} 22:10, 10 September 2012 (BST)
:This. Make the whole map like 9 suburbs with 1 mall in them, maybe 5 NTs. Something easy with just a few simple siege points on it.--[[User:Shortround|<span style="color:Black">Short</span>]][[User talk:Shortround|<span style="color: Black">round</span>]] }.{ [[Special:Contributions/Shortround|<span style="color:Black">My Contributions</span>]] 22:12, 10 September 2012 (BST)
::As for size, I'm wondering if perhaps 7x7 suburbs; possibly even making those 7x7 blocks too; might work. That's 49 blocks each way; a day's AP to get from one end to the other and it would mean you could place 10 or maybe even less hotspots in the map, they'd all be easy enough to place within radio and bellow range so that each one is within range of at least one other. Construct them as hybrid multi-block buildings (say 2x2, one corner is a hospital, one an NT, one a cop shop and one plain but tall) and you assure that survivors will stay there, making them perfect targets. Obviously you'll want there to be some items unavailable there so as to create a tension between leaving and staying; perhaps generators and/or fuel are only available in other locations. Strip down the other building types somewhat and you should have a map that enables this style of play while supporting it just enough without forcing it (obviously surviving is easier for those who avoid the obvious places but then they also miss out on the sieges). Might also be an idea to dispense with all of the dark building types; given the fact that bounty hunting will be a thankless and probably incredibly rare task it makes sense to remove a resource which combats it. {{User:Misanthropy/Sig}} 22:18, 10 September 2012 (BST)
:::I'm thinking Newspapers should be located in Hospitals again. You couldn't spend a day searching a hospital back then without finding four or five newspapers for every FAK you find. As for the size, I was thinking a 5x5 suburb area, which would make this classic city 1/4 the size of Malton. --{{User:Axe Hack/Sig}} 22:21, 10 September 2012 (BST)
::::Yeah, 5x5 suburbs of 10x10 blocks (2500 blocks) is about the same as 7x7 of 7x7 blocks (2401); but it loses the idea of squares inside squares which makes things easier to work with. {{User:Misanthropy/Sig}} 22:25, 10 September 2012 (BST)
:::::Kevan has stated on his [[User_talk:Kevan#Also|talk page]] before that the maps are randomly generated (apart with some minor manual tinkering). So I don't think we have much a choice where the buildings are placed... --{{User:Axe Hack/Sig}} 22:29, 10 September 2012 (BST)
::::::Given the greatly reduced size I think it's conceivable that if the impossible happens and Kevan does anything at all; that he could manually overlay a few specific buildings over an otherwise-random map. {{User:Misanthropy/Sig}} 22:33, 10 September 2012 (BST)
 
I've thought that rather than a smaller map, just quarantine some (20-40) of the suburbs to make a maze like area.  This would still allow alts, since most of UD is single players with alts.  I've never experienced a lack of cade blocking, so I don't really know what that's like.  But rather than compensate for stupid survivors by changing mechanics how about the previous suggestion of Spidey: that HP is dropped to 25/30.  Makes it easier to clear buildings of zombies and easier to kill survivors, so more fun for everyone.  Drop needle cost to 5 AP.  Sorry, I've never played UD when it wasn't just assholes, morons and moronic assholes so this idea of fun is foreign to me.  --[[Image:Kirsty_Cotton_Header.png|60px|Open the Box|link=User:Kirsty_cotton]] <sub>[[Organization_XIII|<span style="color: grey">Org XIII</span>]]</sub> <sup>[[User:Kirsty_cotton/alts|<span style="color: blue">Alts</span>]]</sup> 22:43, 10 September 2012 (BST)
:And that's what this suggestion will give you a chance to do. Experience Urban Dead when it was in its prime. ;) --{{User:Axe Hack/Sig}} 22:50, 10 September 2012 (BST)
 
So...Here's what I've got for the full suggestion so far:
*New map of 5x5 suburb area, each suburb are 10x10 blocks.
:*It means this will be an entirely new city, so anyone looking to play in this UD Classic map has to create a new character in this map.
:*Cade Blocking will not exist in UD Classic.
*Number of TRPs:
:*Malls x1.5-2
:*Fort x1
:*NTs x5-10
:*PDs x5-10
:*Hospitals x5-10
*Reintroduction of old items and mechanics.
:*This includes the reintroduction of Newspapers in hospitals.
:*This also includes wirecutters and the reintroduction of wired fences and padlocks, just like when Urban Dead first began.
*Weakened Headshot.
:*In this new city, since zombies are losing something dear (the cade blocking), it's only fair that survivors lose something as well. A weakened Headshot seems to be the best way to go without pissing off a lot of people. In this version of UD Classic, instead of Headshots forcing an addition 5AP to stand up, it will do a lot less (probably 1-3).
That's all I've got so far. Anything else? --{{User:Axe Hack/Sig}} 00:42, 11 September 2012 (BST)
 
So the best days of UD were before zombies could actually compete against barricades? --<small>[[User:Karek#K|Karek]]<sup><font face="Monotype Corsiva">[[User:Karek/ProjDev#Buildings_Update_Danger_Maps|maps 2.0?!]]</font></sup></small> 10:07, 11 September 2012 (BST)
:The best days of Urban Dead were before there were ''zombies''. '''''DUH!''''' {{User:Revenant/Sig}} 14:25, 11 September 2012 (BST)
:2008 was when the number of players first started declining. What occurred in early 2008? The introduction of cade blocking. What were the main source of action that almost everyone participated in before 2008? Sieges. What did 2008 kill? Sieges. Also, if you look into it, 2005-2007? Neither side ever really dipped below 40% of the population for a year at a time. So when were the best days of Urban Dead, when the population was actually in a constant back-and-forth? 2005-2007. If you think about it, this suggestion is really a battle between old school and new school. --{{User:Axe Hack/Sig}} 18:31, 11 September 2012 (BST)
::While I'd think there were a number of factors that was certainly the big one if you ask me. {{User:DanceDanceRevolution/a}} 23:07, 11 September 2012 (BST)
 
Meh. {{User:Aichon/Signature}} 19:21, 11 September 2012 (BST)
 
I agree with the basic premise, that smaller is better, but beyond that I'm not sure we'll ever get consensus. Still want a pre ruined permadeath city --[[User:Rosslessness|I'm not the Ross UDWiki needs, ]][[User talk:Rosslessness|I'm the Ross it deserves.]]  20:34, 11 September 2012 (BST)
:I think a no-Construction/no-NT/no-interference city would be interesting. It'd obviously have a time limit on it, with the situation growing more and more dire as the game progressed. Have it set to repeat automatically once the survivor population dropped below a certain amount, which would thus encourage a big siege finish, as opposed to a slow game of fox and hound. More or less, make it a true MMO version of [http://kevan.org/proce55ing/zombies/ Kevan's Zombie Simulator], where we already know the outcome and it's just a matter of how long (oh, and it needs to ''not suck'', unlike Q2019). {{User:Aichon/Signature}} 21:05, 11 September 2012 (BST)
::Sometimes you read my mind. Certain "victory" conditions may be nice. All NT's ruined, certain survivor/zombie ratio etc. --[[User:Rosslessness|I'm not the Ross UDWiki needs, ]][[User talk:Rosslessness|I'm the Ross it deserves.]]  21:09, 11 September 2012 (BST)
 
I'd like to play an original version of UD (prior to any suggestions being implemented). -- [[User:Son of Sin|<span style="color:black; font-family:Chiller; font-size:medium">→'''Son of Sin'''←</span>]] 22:12, 11 September 2012 (BST)
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===Buff the Starting Classes===
===Drone===
 
{|
{|
|[[User:Standard Zombie|Standard Zombie]] 09:27, 10 September 2012 (BST)
|'''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)
|-
|-
|'''Type:''' Skills
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' Starting classes
|'''Scope:''' Survivors
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|'''Description''' Let's face it: Urban Dead is dieing. The number of active players has been going down and down over time. As [[Yahoomas]] showed, most players that join the game don't stay. They go out, find they can't really do anything, write the game off as boring, and don't come back. I've seen it first hand in friends who decided to play the game.
|'''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.
 
|}
So, I suggest significantly buffing the starting classes. Almost every player in Malton is expected to eventually get every survivor and zombie skill (with the exception of [[Brain Rot]]) anyway, its not like there are unique skill trees to worry about. Doing this, I believe, is the only way to rescue Urban Dead from decaying. It would also make the game much, much more fun for new players. I suggest, instead of level 1, players start at level 5. Military and police classes start with a flak jacket. Medics and Doctors start with a nearly full inventory of first aid kits. Starting zombies begin with the entire Vigor Mortis skill tree (but not survivors who have died).
====Discussion (Drone)====
Vote yes on this, and let's hope Kevan does it, or else this game will go the way of so many others that have simply died because their player base eroded.
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)
====Discussion (Buff the Starting Classes)====
I'm definitely against giving them consumable items, since that's the sort of thing that would make zerging way more powerful. Create 100 accounts, have 1000 FAKs, or syringes, or pistol shots, or whatever else immediately at your disposal. Anyway, I could agree with certain skills being things that everyone has. Memories of Life or Free Running, for instance, since those are so pivotal in being able to do the most basic things on their respective sides. I wouldn't do flak jackets or Body Building, since getting together your basic inventory is kinda like a rite of passage for newbie players who are figuring out the game, but I would be up for some of the other stuff, such as increased % to hit and the like. {{User:Aichon/Signature}} 16:05, 10 September 2012 (BST)
 
Giving each of the starting classes an additional few skills based on the class (perhaps expanding zombies out to have a few starting classes too) might be better. If a good number of starting skills was agreed on (three? five?) we could work up a list of classes and starting skills and let Kevan ignore it forever because he's probably dead. 16:17, 10 September 2012 (BST)
 
Think about this for a second. A level 5 zombie would have, vigor, lurching gait, memories of life, death grip and rend flesh. Thats basically a fully effective zombie, immediately. Likewise, a survivor with freerunning and construction is already a very effective individual. Of course, I'm more than willing to give all newb players scout safehouse, tagging, shopping and knife combat. --[[User:Rosslessness|I'm not the Ross UDWiki needs, ]][[User talk:Rosslessness|I'm the Ross it deserves.]]  16:40, 10 September 2012 (BST)
 
Yes & No. Yes, give new players/characters starting skills and starter kits. No, new players/characters will be abandoned as usual (waste of development). -- [[User:Son of Sin|<span style="color:black; font-family:Chiller; font-size:medium">→'''Son of Sin'''←</span>]] 22:12, 11 September 2012 (BST)
 
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===Mark Lair===
===Backpack===
{|
{|
|'''Timestamp:''' [[User:A Big F&#39;ing Dog|A Big F&#39;ing Dog]] 22:48, 25 August 2012 (BST)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' Skills
|'''Type:''' New item
|-
|-
|'''Scope:''' Zombies
|'''Scope:''' Survivors
|-
|-
|'''Description:''' Mobile phones and radios allow survivors to arrange to meet from anywhere in the map. Zombies should also have a way of finding specific contacts.
|'''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?


I suggest a new skill: Mark Lair.
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.


Mark Lair would give zombies two new powers.


The first is the power to mark a lair for 1AP by spreading your blood and ichor around the room. This power can be used inside any ruined building. You can only have one lair designated at a time, and marking another ruined building as your lair erases your link to the first one. Your link is also broken if the ruined building is repaired.
Q: If it wastes AP, what is the point?


The second power is the ability to "Scent Lair" any of your contacts for 1AP. Using this power provides directions to their lair (even if they aren't there anymore). If they don't have a lair, or their last selected lair was repaired, you'll get a message informing you that you can't detect any lair for them.
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.


This would allow zombies to use ruined buildings to summon allies from anywhere in Malton.
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====Discussion (Mark Lair)====
====Discussion (Backpack)====
The meta-gaming communications (DSS SatPhone, forums, irc, etc) ruins the need for this. --{{User:Axe Hack/Sig}} 23:23, 25 August 2012 (BST)
:I don't think out of game options should preclude in-game features. And even if you do use something like SatPhone, it's not necessarily available on every computer you play Urban Dead on (for example, playing UD on a school/work/friend computer or using a mobile browser). And for roleplaying reasons, someone might not want to ruin immersion by going to an outside forum. I have nothing against metagaming, but I think it shouldn't be mandatory if you want to find friends. Also, this would allow you to track down any of your contacts. Communicating out of game requires knowing their SatPhone number or knowing which forums they frequent (if they're even on a UD forum). All those practical problems aside, one of the reasons there are so few zombies is that it's hard to be a casual zombie player. You need to organize out of game to be effective, which means that players who only play briefly and casually won't find that side as attractive. There should be better communication for casual players who just spend their 50AP and they're done for the day. --[[User:A Big F&#39;ing Dog|A Big F&#39;ing Dog]] 01:12, 26 August 2012 (BST)
::That's not true. I ran a zombie alt before and I played solo. No groups. It's very simple playing a casual zombie. Just follow the latest groan. That's really all you need to do if you run solo. --{{User:Axe Hack/Sig}} 01:25, 26 August 2012 (BST)
: I just don't see this ever being used. Why would zombies need a building to gather in? This might be useful for helping mark NecroTech buldings for other zombies to occupy, but there's already a skill that allows them to do that. [[User:Standard Zombie|Standard Zombie]] 09:30, 10 September 2012 (BST)
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==Suggestions up for voting==
The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.
''There are currently no suggestions up for voting.''

Latest revision as of 16:29, 14 February 2023

NOTICE
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Developing Suggestions

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

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{{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.
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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)