Developing Suggestions: Difference between revisions

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===Rescue pull===
===Rescue pull===
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|'''Timestamp:''' [[User:Shadok|Shadok]] 11:32, 21 July 2010 (BST)
|'''Timestamp:''' [[User:screw me ]] 11:32, 21 July 2010 (BST)
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|'''Type:''' Balance
|'''Type:''' Balance

Revision as of 08:58, 28 July 2010

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.

Further Discussion

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

Resources

How To Make a Discussion

Adding a New Discussion

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


Adding a New Suggestion

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

Cycling Suggestions

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


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


Suggestions

Rescue pull

Timestamp: User:screw me 11:32, 21 July 2010 (BST)
Type: Balance
Scope: Newbie Survivors
Description: I know it isn't recommended to suggest something which alters another player's position, but I've thought about this one.

We all know the zombie skill feeding drag. Drags out an injured survivor for the "Bahbahz". But what about the "Bahbah" Survivors? I've played both sides, and I notice that until you join a metagame and a survivor group, you're alone. As a newbie zombie, I just wondered around until I found a large horde, then grew at a MASSIVE rate.

Now, the major problem I faced as a newbie survivor was EHBitching.

To counter the problem of newbie survivors sitting outside helplessly, I propose a skill. "Rescue pull" (Draft name), which allows a survivor who has it to "rescue" another survivor who is sitting outside of a building.

Rescue pull: 100xp cost (Civilian skill) This skill allows you to work with another survivor to enter a building which is normally too inaccessible to either of you alone. (Both characters involved enter the building). Cost: 2AP for the puller. The puller cannot pull another player into a ruin.

Now, this skill won't kill those who Deathcult using EHBitching. It allows a higher level survivor to pull another into a building EVEN IF THE BUILDING IS HB. The exception is this: If a survivor is below level 5 or has less than 500 exp stored (to stop abuse) they can be pulled into a EHB building. (Be reasonable those of you who deathcult a lot. Would you like a game where your first day consisted of being beaten by the enemy?)

This skill would increase the survival of newbies who only JUST joined the game and encourage teamwork between survivors, a team which normally works solo and distrusts each other because of the PKer risk.

Those of you who PK, this also is a fun way to mess with someone. You rescue them from the horde. Then you shoot them dead. :P

Okay, time for the scary part, listening to the older players tearing down my suggestion XD

Discussion (Rescue pull)

First of all, have a cookie for using DS. Secondly. How does the experienced survivor get inside the HB building anyway? --RosslessnessWant a Location Image? 12:14, 21 July 2010 (BST)

*Eats cookie* Obviously I didn't make it clear, but the experienced survivor and the newbie are both outside the building. The experienced survivor could obviously use freerunning to access the building via another route, but the newbie would be left outside to die otherwise. This version is actually my second version. The first one worked with one inside the building (via Freerun) and they could drag newbies from outside, but I realised that would create X-ray vision, so I scrapped it before even putting it on the wiki. Shadok 13:32, 21 July 2010 (BST)

I like the general idea (and have often enough seen the troubles of stranded low-level survivors). However, it could be easily abused by zergers to counter overcading: Create a new survivor alt, move it to the building, and use it as a bridge for the main alt. To get around that, Rescue Pull should trigger zerg flags between the involved alts if they use the same IP, and automatically fail if it detects them. -- Spiderzed 13:55, 21 July 2010 (BST)

Didn't think of that, but I like that idea. It certainly solves the problem. Shadok 14:03, 21 July 2010 (BST)

This is actually cheaper than using free running. Even assuming the building next door is vs or lower it costs 3AP to get in (1 move + 1 enter + 1 freerun) this seems like a shortcut rather than an altruistic rescue skill. Mind you introduced with a "pyramid scheme" skill to allow zombie acrobatics to circumvent 'cades and i might say yes ;) --Honestmistake 16:37, 21 July 2010 (BST)

These are survivors. They already go around barricades. Zombies have always had to break them down. Introducing a way for zeds to go past them would completely change the rules of how zombies work. As a zed player, I know I would love to get past those pesky 'cades, but as a survivor it would ruin the game. Also, you seem to have miscalculated. With this skill, you need to spend 1 to walk, 2 to enter, as opposed to the 1 needed to freerun to that same building. (Yes, it's the same amount if you haven't already entered, but if it's a HB building, you would not be in it anyway). Shadok 22:59, 21 July 2010 (BST)
His math was sound. He was suggesting that you want to get into a building you are currently standing in front of. Presently, if the building were HB, you would need to travel a minimum of one block away (1AP), enter that building if it is VSB or lower (2AP total), and then travel back to the building where you wanted to be originally (3AP total). Contrast that with your method, where someone outside merely does a Rescue Pull and gets in with just 1AP. Aichon 00:23, 22 July 2010 (BST)
2AP. The cost for the person pulling is TWO AP. But I see, I was thinking that the person was a block away from the "goal" building. Yes, this method would allow one less AP use. But honestly, 1 AP isn't going to make much of a dent on the zombie side and it means one more AP for the survivors to use. If it's preferred by the community, perhaps I could increase the cost to enter using rescue to 3AP; that way it costs the same?Shadok 08:13, 22 July 2010 (BST)
1AP might not be all that much in the grand scheme of things but if the burb you are in is at siege then the chances are very good that you will waste a good 10AP just looking for an entry point. Not only that but you may not find one with a viable freerun route to your target building. When you consider that, your 2AP rescue to put 2 survivors into one desirable building is a good deal. add in the fact that those cades are currently impassable and you are getting a great deal. Now a skill that cost (say) 10AP to give a survivor a 50% chance to ignore heavy cades might be balanced, but this is simply unfixable. --Honestmistake 16:29, 22 July 2010 (BST)

So, if I'm understanding this correctly, if a survivor who has accrued less than 500XP or 5 levels is outside a building with any level of barricades, and another one with Rescue Pull comes up to them, the one with Rescue Pull can pull them both into the building? Honestly, I see this being primarily used for self-interest and abuse, rather than as intended, despite the fact that you actually did manage to head off the most grievous forms of abuse that might have occurred.

Off the top of my head, one big issue is that this allows people to access "islands" without having to break down the barricades first. There's also the fact that if you can pair up with someone, this allows you both to take straight paths between buildings, rather than having to twist and wind through a Free Running lane system that might be broken anyway, and then get two people into your destination building for the price of one. Also, if the so-called "vet" doesn't have Free Running, this allows them access to buildings they shouldn't otherwise have access to yet, though that's not a major issue. Aichon 19:35, 21 July 2010 (BST)

People are selfish. I expect that the older player would be selfish, but they also help the newbie in the process. Shadok 02:36, 22 July 2010 (BST)
I could change it so that Freerunning is a prerequisite, although I personally don't think that science classes need to have any more misery than they already have in terms of expensive skills. and pairing isn't as easy as it sounds, I've tried working with my friends to survive and we frequently ended up having to split up. Shadok 22:59, 21 July 2010 (BST)
There's still the issue of accessing islands that needs to be discussed. Aichon 00:23, 22 July 2010 (BST)
Yeah, I'm open to suggestion on how to fix that. Shadok 02:36, 22 July 2010 (BST)

I just really don't like the idea of a way to lessen the already-small number of street treats out there, especially since they're vital to raising a bahbah with any kind of pace. When I fall, I'll weep for happiness 23:07, 21 July 2010 (BST)

That's just it. I play both sides. My zombie reached level 20 at the same time as my human. The zombie was "born" a month and a half after the harman. My main source of food wasn't street treats. It was following groans and entering open buildings. This suggetion is aimed to help the bahbah HARMANZ. Most true newbies join the survivors. They get eaten. They quit. No new players to the game. Zeds need Bahhah to work efficiently and thus work as a team by reflex. The harmanz are alone from creation and often will work solo, even when in a team. Shadok 02:36, 22 July 2010 (BST)

There are some differences, but I feel that you should know about this Reviewed Suggestion. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 10:13, 22 July 2010 (BST)

  • Headdesk* There's always something which your work looks like a dupe of, isn't there? XD But like you said, it's not identical and the purpose of it is different. —The preceding unsigned comment was added by Shadok (talkcontribs) at an unknown time.
But I kinda like the Fireman's Carry version a bit better, since it pulls in injured survivors instead of what could be fully healed survivors. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:23, 22 July 2010 (BST)
I suppose. But this is a developing suggestion. Perhaps I could put a HP limit on it. The only problem is that it becomes very dupish if I do that. Or I can ditch this one completely and it rots. However, I do think that fireman's carry seemed to require specific circumstances to use it for the carrier. If anyone remembers why it got four kill votes, I'd be interested to know why. Shadok 12:40, 22 July 2010 (BST)
Original voting here. Also, I found this, this, this, this, this, this, this, this, and this, all of which can be used against your suggestions if you do not make any noticable differences. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:30, 22 July 2010 (BST)

Suggestions up for voting

Subway Tunnels - Discussion moved to Suggestion talk:20100714 Subway Tunnels.