Difference between revisions of "Developing Suggestions"

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If this attack works, then the following message will be shown to the attacker: ''... (message that occurs when the Flare Gun / Fuel Can combo works)... They die. The body continues to burn.''
If this attack works, then the following message will be shown to the attacker: ''... (message that occurs when the Flare Gun / Fuel Can combo works)... They die. The body continues to burn.''
When the dead player next logs in, they will be shown the following message: ''You have been killed by Blank. Your body is slowly burning, causing smoke to fill the air'' (regular players passing the body will not notice the smoke for a burning player)
 
When the dead player wakes up, they get this message: ''The last few embers die down as you rise.'' Upon undergoing revivication, the player will not be infected if they were before dying. This also works for zombies that were infected during life.
When the dead player next logs in, they will be shown the following message: ''You have been killed by Blank. Your body is slowly burning, causing smoke to fill the air'' (regular players passing the body should not notice the smoke for a burning player, or know that a body is on fire)
 
When the dead player wakes up, they get this message: ''The last few embers die down as you rise.'' Upon undergoing revivication, the player will not be infected if they were before dying. This also works for zombies that were infected during prior life.
 
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|discussion=|}}
====Discussion (Immolation)====
====Discussion (Immolation)====

Revision as of 22:00, 1 December 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)====
----

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.

The following suggestions are currently on the Overflow page: No suggestions are currently in overflow.

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

Immolation

Timestamp: CodeBlack 16:47, 1 December 2008
Type: Weapon Effect
Scope: Survivors
Description: Influenced by the old practice of Plague Burning, this is an additional effect to the Flare Gun. If zombification is caused by a virus, then it makes sense that survivors, in a desperate attempt to prevent the spread of the plague, would turn to burning bodies. However, regular burning of random corpses on the street would be a too much of a buff, but a burning body would continue to burn if no one tried to put it out, so, basically, should a survivor kill anyone who is Infected, either zombie (who may be infected but not be effected) or survivor, with the Fuel Can / Flare Gun combo, that person body will be set ablaze and continue to burn until they rise. Upon being revived, if they are ever, the survivor will no longer be Infected, as the plague was thoroughly burned away from their body while the corpse was lying inert. The trick is, not only is both attacking with the Fuel Can and Flare Gun of low percentage and rare to pull off, but Flares disappear after use, Fuel cans only randomly douse with fuel, and the average survivor has no way of knowing who is infected or not. In addition, this only works if the target is killed by the attack, as otherwise the target could either conceivably put out the flames or survive long enough for the virus to resurge.

If this attack works, then the following message will be shown to the attacker: ... (message that occurs when the Flare Gun / Fuel Can combo works)... They die. The body continues to burn.

When the dead player next logs in, they will be shown the following message: You have been killed by Blank. Your body is slowly burning, causing smoke to fill the air (regular players passing the body should not notice the smoke for a burning player, or know that a body is on fire)

When the dead player wakes up, they get this message: The last few embers die down as you rise. Upon undergoing revivication, the player will not be infected if they were before dying. This also works for zombies that were infected during prior life.

Discussion (Immolation)

InTheDark

Timestamp: Destor 20:45, 30 November 2008 (UTC)
Type: Skill
Scope: Zombie Hunters and Zombies in the dark
Description: A new skill, one for Zombies and Survivors. For Zombies, they would get a skill that gives them their full accuracy in the dark, but only after they land a successful hit with tangling grasp, which it would be a sub-skill of. It would also not give them the +10 they normally get from tangling grasp. This would only work until they lose their grip, not if the survivor writhes. Now, onto survivors. they would have a level 10 Zombie Hunter skill, that does the same thing as the zombie skill but only works until it misses, and it would only give full accuracy to the weapon the survivor used, as opposed to the zombie skill which works for both bite and claws. This would work not only from an RP standpoint, but it would also increase the difficulty, by nerfing one of the good hiding spots, dark buildings, and thus make the game more fun and challenging. Also note that this would only work in the dark, and it would only bring the attack up to the accuracy it would normally go to, with the skills the player has.

Discussion (InTheDark)

Sorry, but I think you're trying to say too much here and as a result it's looking like a bit of a garbled mess. Also your description of how the survivor skill works is very vague and makes very little sense. Do you mean that the survivor has to hit the zombie to know where it is and as a result, their subsequent hits get no accuracy penalty or something else entirely? -- Cheese 21:16, 30 November 2008 (UTC)

You'd be better off just suggesting that tangling grasp be buffed to allow full accuracy in a dark building after a successful hit, considering that dark buildings are not a huge portion of the game I just don't feel they warrant a new skill when an old one could be improved to solve the same problem. As for the survivor portion of the idea.. you seem to be limiting it to guns. The other zombie hunter skill works for melee and guns, why not this one? - User:Whitehouse 21:30, 30 November 2008 (UTC)

There, I have clarified it, and also changed it a little, thanks to your suggestions. I will remember to make my next one clearer. Anyway, the entire point of this is that the zombie got smarter. And besides don't you think that it might be too much for tangling grasp to give another bonus? (not that it gives much anyway..hehe.) --Destor 22:55, 30 November 2008 (UTC)

I like where this is going. There have been numerous calls to allow TG to give full hit chances in dark buildings, and this is a good idea. And it's balanced for both sides. No, it's not really a workable idea yet, but it doesn't suck like those above are saying. --WanYao 00:39, 1 December 2008 (UTC)

So tell me, then. What would you suggest to make it better? I know that this was just a raw idea spat out of my head, but I cannot really think of something else to put in it. So, a chance to hit instead of all the time? I thought of that but then realized that for Zombies it is a 25% chance anyway, and for Humans it is a 32% chance at best(rounded down), and a 20% chance at the worst (actually used) weapon. And, that is only for maxed-out weapon skills! so yeah, if you can think of something, I will add it if it's good. --Destor 04:36, 1 December 2008 (UTC)

Not all skills are required to be crossover. According to the Zombie Survival Guide (and other sources) zombies are superior night combatants because they are less visually oriented then survivors. It is not easy to swing or fire a weapon accurately in the dark, not to mention the fear effect both the zombies AND the dark would have (canonically). For simplicity of UD, I would suggest this ONLY apply to zombies and ONLY apply to bites. Once they can get the Tangling Grasp (at the normal darkness penalties), subsequent bite attacks are at full strength. Why? because if the zombie is swinging his hands, he has the same darkness limitation a survivor would, but if he's physically grappling the survivor, his mouth isn't that far from the survivor (relatively speaking). The other reason for bite only is that bite attacks are weaker to hit then claws. A maxed out zombie has a near 60% chance with claws while bite is maxed at 44%. It would be more acceptable.--Pesatyel 05:51, 1 December 2008 (UTC)

As Pesatyel because anything that helps and encourages zombies to chew their food gets my thumbs up ;) --Honestmistake 14:27, 1 December 2008 (UTC)

Night

Timestamp: --G-Man 04:02, 29 November 2008 (UTC)
Type: Gameplay Change
Scope: Everyone
Description: Probably a terrible idea but inspired loosely on the suggestion below. For half a day (Or perhaps flipped every 2 days) the outer ring of your map display wouldn't give the building names, or zombie/survivor/dead players (Fog is an easy comparative to the effect), however a flare would light an 3x3 - 4x4 area around the space it is fired from for a period of time (2-3 hours min.). Zombies would be able to "smell" out other zombies/survivors/dead bodies and would be given the numbers, but not the building names.

Note: A simular susgestion almost three years old has been found to exist here. Although this was unintenional, credit should be given to the author for coming up with the basic idea first.--G-Man 20:59, 1 December 2008 (UTC)

Discussion (Night)

Obviously just a basic idea that needs alot of work, but my main question now is, is it viable? Does it even sound if it would be fun? and answers to some of the larger questions such as the time period it would work over. Perhaps it could only be random days, where day and night are counted between two different days but the majority of nights have a moon out that provides enough light to see by. Once these questions are answered we can look at the smaller details such as the area the flare could cover, and a viable zombie equivalent (the smell thing just doesn't seem fair to me).

Perhaps it should be scrapped due to the high availability of Maps in Malton, or worked out for any new maps in the future (yes I realise it could be years before we see another).--G-Man 04:02, 29 November 2008 (UTC)

I don't think this would be fun at all. I know some people enjoyed it for the few days, but a few days is different to long term. Could be very cool in a new (and smallish) map, but not for Malton, it'd really damage the the fun/playability of UD.--xoxo 04:05, 29 November 2008 (UTC)

Yes, see now that's what I was a bit worried about. As well its why I proposed it being random days in my comment above compared to all the time, so it would only happen maybe 2-4 times a month, or something along those lines and would always end in 24hrs. Would that help with the whole long term thing or is it just an "Oh damn not this again" moment.--G-Man 04:09, 29 November 2008 (UTC)
Night that comes 4 times a month?? I'd just not play my characters on those days.--xoxo 04:16, 29 November 2008 (UTC)
Not necessarily night coming on 4 days a month, but night that doesn't have a moon to light the way. As well if you don't play your character then its just wasted AP considering you'd have it back by the next day..., However point made, its useless to pursue.--G-Man 04:20, 29 November 2008 (UTC)
Semi-annual Eclipses and Full Moons giving different effects would be kinda cool. See, moar corollary flavor.--Karekmaps?! 12:04, 30 November 2008 (UTC)

There is a very similar suggestion here, but doesn't include the fog ability, and some other details. Both suggestions seem very similar. Linkthewindow  Talk  22:36, 29 November 2008 (UTC)

Ahh, I don't suggest things often and (against what i should do), don't have a whole lot of time to search for dupes. (Case in point this is the first time online since I suggested this), however things have changed and although the visuals match, the flare and zombies having a skill for use in the night is a bit different and further in depth, and would change the whole outcome of the senerio and how it works without requiring seperate sugestions to deal with something that should be in the one. I hate to say this but some of the older PR susgestions should be periodically reviewed from time to time with recent changes kept in mind (perfect example given below with the dark building update) to see if it would still have the desired effect, or if it needs a change and then proper action (I.E. a suggested change by someone once it has been posted there is a problem) should be taken to ensure it reflects the current game, not the game 3 years ago. Im sure I've seen someone suggest an alt. page for revotes before though so...--G-Man 20:55, 1 December 2008 (UTC)

There are a few issues, dupe thing aside because it would be a completely different mechanic now. The biggest one is that there's not enough detail about what night might do, for example do all buildings get Dark building status at night? Do normally dark buildings get a sort of darker comparison to the rest, like say flares can't be seen inside of them? How long of a period would be balanced and fun(12 hour nights probably wouldn't be, maybe hour or half hour cycles instead?)

This does sound like it would make the game much more interesting, if only for all of the stuff that would be able to come in relation to it like reactivation of the Power Stations, Street Lights, even, potentially, an actually useful Scent Skill(or changing one that already is) for hunting in the dark. Please, continue.--Karekmaps?! 12:03, 30 November 2008 (UTC)

All that I was hoping to get into after figuring out what the best timeline, overall effect (I.E. the fog effect) and the actual playability of the idea. The flare and zombie thing is meant as an example of what can be done hence the reason I mentioned it was a basic idea. Lets start there, and work our way forward. The only thing I have against 1hr and 1/2 cycles is that you can literally just dodge the night system with no downside to your AP and any effects such as flares, etc. would last the entire time. 12 Hours runs into the problem with different timezones where if I always play in the morning or night, again I could get to skip out on the effect with no downside while other players would always get screwed with night. 24hrs is probably the least you push it where everyone deals with it equally.--G-Man 20:55, 1 December 2008 (UTC)

Alternative Flare Gun Use

Timestamp: Chaplain Drakon Macar 21:51, 28 November 2008 (UTC)
Type: Improvement
Scope: Survivor
Description: After ages of chasing GKers and PKers about Malton I have finally begun to LOATHE all dark buildings. Well after a bit of consideration I had come up with the brilliant idea of a "small fire" lighting the building for a short while and dimly at that. Well I had considered a few alternatives to this. Actually starting a fire, well, lets all sit and laugh at the miserable failures in the past, automatic shoot down right there. I thought of making it a non-weapon skill of a sorts. Well who here really feels like spending an AP for a couple AP of light? Then it dawned on me...we have something that can be seen 10AP + away. The flare gun! Well after a few scenarios I had come up with a use for indoors.

In a dark building you click your flare gun as normal or attack someone/something, it will become a lit building for say 2 minutes per flare (non-commutative). After the 2 minutes you loose your light.

Firer would get:

"You aim your flare into the center of the room and shoot. The flare bounces along the ground and lights the area, slowly burning out."

Spectators would get:

"A flare bounces across the room, lighting the area while it burns out."

Outsiders would see:

"A glow of light comes from inside."

While it sits you would get no message but this nifty add on would come at a cost. Considering how thick headed most humans can be, it would not be unlikely for someone to aim directly above their head and hit the roof, only to have the projectile land on them. I feel that the 7.5% of shooting yourself for the full 15HP, regardless of using the flare to attack or just to try to find something, should be appropriate.

Shooting yourself gets this:

"You aim the flare gun above your head and shoot the roof, the flare falls and hits you for 15 HP."

This was originally pitched to solve the hunting problem that Pro-survivors have but hey the desperate may find this as a way for a little item hunting usage.

Discussion (Alternative Flare Gun Use)

You can simply the part of your suggestion concerning "You aim the flare gun above your head and shoot the roof, the flare falls and hits you for 15 HP." by just saying instead that the flare has a 10% chance of ricocheting back onto the user. -- Galaxy125 22:18, 28 November 2008 (UTC)

So the flare gun that has a 7.5% chance of hitting in a dark building now also has a 10% chance of hitting me instead? No thanks, don't mess with my accuracy (lousy as it already is). - User:Whitehouse 22:21, 28 November 2008 (UTC)

Sorry about that Whitehouse, that was a typo on my part, I thought it was 20% not 15%. After all not too many of us still care to use the flares unless in a mildly organized group.Chaplain Drakon Macar 22:35, 28 November 2008 (UTC)

Ok, moving on, wouldn't it be more logical to take the flare out of the gun and ignite it and then use it as a form of torch? Just seems less dangerous. Also, I don't think this should affect search rates. The light from the flare probably isn't that brilliant, at least not as good as the light coming from all the lights in a powered building. I can understand spotting larger things like zombies and survivors though. You have to also think of a way of balancing this out for when survivors are removing zombies from dark buildings. This would make it a lot easier, and many feel dark buildings already favor survivors too much. . User:Whitehouse 22:42, 28 November 2008 (UTC)
I'll work on that, we'll just ignore this version and I'll see what can be managed within reason, until then though feedback is MUCH appreciated.Chaplain Drakon Macar 22:44, 28 November 2008 (UTC)
Yeah, that's my only concern at the moment. Dark buildings are useless for searching, so that's not a problem, but dark buildings favor survivors too much at the moment, and always have. Perhaps raise the failure rate, or only raise hit rates slightly (not fully-say to roughly 75% of the normal chance Linkthewindow  Talk  23:51, 28 November 2008 (UTC)

There is a similar version to this suggestion here, but it is pre-Dark Buildings and only affects search rates (and isn't really a dupe.) This doesn't qualify as a Portable Light source as it can only be used once, unlike flashlight suggestions, which can be used an infinite number of times. Linkthewindow  Talk  23:51, 28 November 2008 (UTC)

I want to keep pushing this suggestion because it can benefit both zombies and survivors to an extent, as for search rates I am HEAVILY inclined to side with Whitehouse. The back fire portion was put in because, well shooting a flare gun indoors is just not the brightest idea no matter how pretty the light is. Like I said folks give me feedback and I'll re-pitch this later on.Chaplain Drakon Macar 04:37, 29 November 2008 (UTC)

I like this. I would say make 10% of misses hit the firer and 10% of em go out the window/door though. I would also say the flare should burn until the next AP tick over to give zeds a better chance of gaining a benefit. --Honestmistake 19:30, 29 November 2008 (UTC)

Sounds okay. If they go out the window/door, I suggest that it should be slightly different flavor text:

The firer: You misjudge your aim, and the flare flies out the window.

Someone within normal flare range: You see a flare X blocks north/south, Y blocks east/west on a low trajectory, like someone was trying to hit the ground. -- Linkthewindow  Talk  20:35, 29 November 2008 (UTC)

I'd vote for it if the time was reduced from 2 minutes to 10 seconds. --William Told 23:58, 29 November 2008 (UTC)

flares are designed to burn for much longer than 10 seconds and even if they were not i would think giving it such a short period of illumination would be a risk free negation of the penalties. Think of it this way... it takes only a few mins to use a days actions and you very rarely come across anyone else who is active unless you are in a major mall siege, anything les than an AP tick means no one will see your action! --Honestmistake 01:39, 30 November 2008 (UTC)

My problem with this, like with all pro-survivor darkeness nerfs, is that dark buildings shaft zombies much more than they shaft then surivors. It's true, if you don't believe me, well, whatever. Thus, I consider anything that helps survivors in dark buildingsd but which does nothing to help zambahz to be SPAM. now, i agree: dark buildings were a zombie nerf and a PKer buff... and i think they're a pain in the ass and i'd like to see them nerfed somehow, a little. but not in a totally pro-survivor way that just shafts zombies. in any event, it's a giant waste of AP to go after PKers... use those apes to heal and revive and barricade instead... i have no sympathy for people who whinge about how hard it is to kill PKers, because the best response to most PKers is, usually, to ignore them. --WanYao 02:49, 30 November 2008 (UTC)

Considering my time running about the few zombies that could be affected would be at most 1-3. you guys stand back up, yes it's annoying but lets face it. Zombies are ridiculously tough and if the flares shot and you happen to be online it's not like you cant hit the firer. It's more of a fun idea to assist combat in general. No I am not whining about them, yes they are annoying, much like the spam zombies with death rattle and the odd survivor who slaps you with a newspapar and says "NO! You do that outside!" after someone spray painted urine stains on the wall. Yes amusing but still obnoxious. Yeah I got off task there but the thought came while I was typing so, sorry. When it comes down to it searching for ammo is a waste of AP when we got knives and fire axes en masse. I figured this a good way to help us all through the dark building ages and once more, this was just the rough draft, shoot at it as much as you like, I don't see you coming up with anything better. Chaplain Drakon Macar 06:34, 30 November 2008 (UTC)

It's not our job to write a new suggestion. You came here for critiques: we're giving them to you. Anyway, survivors have traditionally had a massive AP advantage over zombies. This has been rectified with 'cade blocking and the drugstore nerf -- possibly even a tad too far in the other direction. However, that is no justification for a totally one-sided survivor buff. --WanYao 00:41, 1 December 2008 (UTC)
I came for critique and I appreciate it greatly. The thing is however that you are trying to justify a "potential" no vote to a survivor tweak by saying it is only working one way. Luck could go against them, the AP is still being used and you get limited light which could in theory GREATLY assist zombies considering that you would rob a survivor/survivors of the 1AP for a little time of light, taking away that one axe chop, pistol round, shotgun shell or knife cut therefore avoiding that headshot. It does work well in theory and is not a must have but it would be in general useful. Survivor loses 1AP and a potential weapon, zombie(s) and survivor(s) gain 2 minutes of light to fight in. Chaplain Drakon Macar 04:25, 1 December 2008 (UTC)

Dumping a specific body

Timestamp: 19:46, 28 November 2008 (UTC)
Type: Skill, balance change, improvement, etc.
Scope: Zombies and Corpses/Bodies
Description: This is the same as 'Targeted Feeding' suggestion, except with bodies. I'm suggesting that a drop-down list be added to the dump button. This would allow you to dump specific corpses/bodies that are on your contacts list.

Corpses being dumped would receive the message the existing message.

The list would include "a body" as the default option.

Discussion Dumping a specific body

Rather pointless, IMO, but I don't really care one way or the other. What would the use be of being able to dump specific bodies? --Pestolence(talk) 19:54, 28 November 2008 (UTC)

Reviving bodies enjoy being able to stand up in a powered hospital. -- Galaxy125 19:58, 28 November 2008 (UTC)

It's a blow to zombie anonymity, but I think it is fairly reasonable. However, the AP cost of dumping a specific body should reflect the additional amount of time or energy you spend making sure you're dumping the right one. -- Galaxy125 19:58, 28 November 2008 (UTC)

How would this hurt anonymity? You'd have to have them in your contacts list before you could dump specific individuals. Besides, it'd be "corpse anonymity" ;). --Midianian Big Brother Diary Room: [520,28] 20:37, 28 November 2008 (UTC)
Corpse anonymity, sure. What I mean is, if a player attacks you and then is killed by another person but not dumped (and is a corpse among others on the floor), you would be able to quick-add that person to your contacts list and dump that specific one, even though (for all intents and purposes) you realistically shouldn't necessarily be able to identify it unless you spend extra energy doing so (hence the AP cost). -- Galaxy125 22:17, 28 November 2008 (UTC)
So, a random chance of taking one or two AP? 20:59, 28 November 2008 (UTC)
Random AP expenditures would get annoying. I'd say just up the dump cost by 1 AP. -- Galaxy125 22:17, 28 November 2008 (UTC)

Could make a difference in a siege if the annoying rotters get dumped first, or if reviving bodies don't get dumped so an extra AP cost sounds quite reasonable. Linkthewindow  Talk  20:54, 28 November 2008 (UTC)

Interesting idea, if you notice someone has rezz'd a PK'r or a greifer, it could save you alot of bother and AP but if you are the griefer this will annoy you, but still the dumping of a known body does make sense--mo ヽ(´ー`)ノ 21:00, 28 November 2008 (UTC)

interesting, yeah... mu jury is out on it, though. i think it's been suggested before. --WanYao 02:52, 30 November 2008 (UTC)

IP limit change

Timestamp: Angusburger 18:10, 28 November 2008 (UTC)
Type: Improvement
Scope: All players, IP limit
Description: I need advice on this, whether it is a dupe or not.

The IP limit applies to all of us, human zombie no matter. And it says you are only allowed 160 actions per day.

So why does the hit limit apply to clicking options such as 'logging in/out', 'buy skills' and 'settings'. I propose that the IP limit be restricted to in game actions.

Is it a dupe???

Discussion (IP limit change)

Bot-makers would have a field day. There's a purpose to the limit and it isn't just to deter zergers. --Midianian Big Brother Diary Room: [520,28] 20:32, 28 November 2008 (UTC)

The point of the IP limit is to save Kevan's bandwidth. Logging in uses the same amount of bandwidth as actually doing something. Linkthewindow  Talk  20:57, 28 November 2008 (UTC)

no. fucking. way. you could travel across the city, kill 3 people, then hide. in one day. spam-o-fucking-licious. no. no. no. no fucking way. --WanYao 02:55, 30 November 2008 (UTC)

It's not an AP limit change, if that's what you mean. Linkthewindow  Talk  02:56, 30 November 2008 (UTC)
aaaah.... well... donate $5 and your alt ignores the IP hit limits. simple. therefore: SPAM. --WanYao 02:58, 30 November 2008 (UTC) oh and isn't this a dupe of in-game effect. because you CAN change settings and buy skills and stuff when your IP limit is reached, can't you? --WanYao 02:59, 30 November 2008 (UTC)
Good point. In that case, it would only allow you to log in when you have reached your IP limit, and that limitation is there for the sake of Kevan's bandwidth. Linkthewindow  Talk  03:02, 30 November 2008 (UTC)

Okay, I'm sorry, thank you for developing my suggestion. Now I ask, how do you remove it??? --Angusburger 13:35, 30 November 2008 (UTC)

No worries, and you're welcome... And, it'll get cycled out by someone who's not too lazy soon enough. ;) --WanYao 00:43, 1 December 2008 (UTC)

Targeted Feeding

Timestamp: Midianian Big Brother Diary Room: [511,27] 11:17, 27 November 2008 (UTC)
Type: Skill change
Scope: Zombies and corpses
Description: I'm suggesting that a drop-down list be added to the feeding button. This would allow you to bite specific corpses that are on your contacts list, as a kind of partial zombie equivalent to the newspaper (zombies do spend a considerable amount of time as corpses).

Corpses being fed on would receive the message Player X fed on your corpse., while others would get the same message they do now.

The list would include "a corpse" as the default option. This would give everyone the regular message.

Discussion (Targeted Feeding)

Good idea. You can target nearly every action on a specific player, so I can't see why corpses should be any different. Linkthewindow  Talk  11:30, 27 November 2008 (UTC)

Yes I do like this idea, it makes it just a little bit more creepy to add the blood messages on the walls! --mo ヽ(´ー`)ノ 20:06, 27 November 2008 (UTC)

I was planning on suggesting something like that separately :). --Midianian Big Brother Diary Room: [510,28] 10:54, 28 November 2008 (UTC)

Yes, but I also want to be able to dump specific bodies. 02:39, 28 November 2008 (UTC)

I think that's too different from this. This is just informational, while dumping bodies serves a functional purpose. I would probably vote keep if you suggested that separately, but I have a feeling that it's a dupe. --Midianian Big Brother Diary Room: [510,28] 10:54, 28 November 2008 (UTC)
And, dumping the experienced zeds first could make a difference in a siege. I can't see this making any difference in any combat situation. Linkthewindow  Talk  11:13, 28 November 2008 (UTC)

Efficient Syringe

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 02:43, 26 November 2008 (UTC)
Type: Item\Game Change.
Scope: Survivors.
Description: This makes two kinds of syringes: Manufactured and Found.

Manufactured syringes, called 'Adv. Revivification Syringes' are more efficient as they are engineered to combat the zombie virus as it currently is, instead of the regular ones which were designed to combat the virus as it was before, and as such adv. syringes bring you back with 3/4 of your health (37/50, or 45/60.) instead of 1/2.

Other than that adv. sytinges have the same properties as regular ones.

Discussion (Efficient Syringe)

This would give some benefit to the currently useless ability to manufacture syringes for 20 AP. I can't see anything wrong with it. --Pestolence(talk) 02:57, 26 November 2008 (UTC)

Pretty much as what Pestolence said, and what I said to the extremely similar suggestion here the other day. Just as long as it doesn't cure infection... Linkthewindow  Talk  05:54, 26 November 2008 (UTC)

No. Takes xp away from newbie survivors who go out to heal, and not combat the zombies day-in, day-out and provides more xp to zombies from those new survivors who get locked out on the street after getting a revive. As well it combines the main effect of two items into one super-item that in certain situations could be gotten for less AP (actually finding a hospital and searching for the 1-3 FAKs on top of getting the syringe), provide a better healing function when hospitals are all ruined (NT's have a back and forth mentality to them more-so then hospitals and are in higher regard to be defended) and relieve the user of several IP hits to get the items, as well as a one shot administeer process for a max of 4 items usually taken. In the end it hurts newbies more then the health drop, and buffs up senior players in mass-ruin situations. As well the move from a gauranteed syringe to a gauranteed syringe/FAK is a bit much. At least healing infection is a minor function that doesn't effect all players to begin with for several reasons.--G-Man 20:44, 26 November 2008 (UTC)

Oh, I forgot to mention the drop in encumberance this would allow for dedicated members of groups who both revive and heal they're undead players. An effect felt most on those who work together in large groups, but not truly given to those who choose to go it alone. Allowing those who can do the most damage, the capicity to do so for more ammo resulting in more zombies getting kicked out of buildings easier. The change has the potential to be massive in effect even for such a little thing.--G-Man 20:49, 26 November 2008 (UTC)
The people using these syringes did have to spend 20ap per syringe though. It's hardly a walk in the park, or fun game play for that matter.--xoxo 22:40, 26 November 2008 (UTC)
You are bitching about 20 AP when you are one of the idiots repairing 100+ ruins? WTF?--Globetrotters Icon.png #99 DCC 15:36, 27 November 2008 (UTC)
I'm sorry? Since when were people repairing buildings idiots? --RosslessnessWant a Location Image? 15:46, 27 November 2008 (UTC)
I think he's calling survivors idiots not for repairing buildings, but for letting them get to the point where it takes 100AP to repair the building instead of striking quicker.--G-Man 12:28, 28 November 2008 (UTC)
That 20AP is now overshadowed by the fact you don't have to spend 20AP to fix the hospital in a ruined suburb, god knows how much AP clearing out the zombies inside, 7-15AP searching for the FAK's regardless of the two previvous options, 8AP searching for the syringe, as well as the AP to move inbetween the two buildings and the possibility to heal an extra 15HP outside a powered hospital. As well the convinence of meeting up with the survivor after the revive to actually heal them is now overlooked to an instant heal and up to 3AP saved there to administer the FAK's. Mind you it is limited to revivies instead of alive survivors, but most of the wounded come from those revived anyway. It may sound good at a glance but the benefits it provides are insane, and it would save Much more AP in the end then it takes.--G-Man 02:29, 27 November 2008 (UTC)

Wow, this retarded idea is one step away from needles you can use on your self. Just because you spend more AP on it it doesn't mean it has to be better. That's insane. So by that logic the more AP you spend searching for a bullet the more damage it will do? What's the point? (other than to shut the whining survivors up) Leave manufactured syringes as a last ditch effort like they are meant to be. --Globetrotters Icon.png #99 DCC 23:53, 26 November 2008 (UTC)

I don't think it's a bad idea per say, but, to have even a slight chance of getting it through the suggestions page, you should point out that the manufactured syringes do not cure infections. As to G-Man's point on dedicated groups - I thought it was generally agreed that suggestions that encouraged coordination were a good thing? Sanpedro 00:06, 27 November 2008 (UTC)
This doesnt encourage coordination. the benefit is only recieved by the reviver who would normaly have to carry more FAK's for the heal after if they act as the healer in a group, not the revive-ie who can receive the benefit regardless by needing less FAK's to heal themselves no matter what group, if any they're assiociated with as this provides enough benefits to become the main syringes used. In the end they have more space to store ammo, while the reviver has more room for ultra-syringes creating a double headed spear, further against the zombie hoard. Whats worse, thats just in the act of reviving, on top of the other benefits I mentioned above that have to be weighed with this in mind as well. Im sorry but this is rediculous in the face of whats in place.--G-Man 02:29, 27 November 2008 (UTC)
OOOOHHHH!! YEAH! WEZ SHOULD BE ABLE TO MAKE THESZ BULLETS LIKE IN WANTED!!! OMGZ!!! THEN THEY CAN BE SNIPER BULLETS SHOOTING THROUGH CITY BLOCKS AND ONE HITS KILLZ! MAKE THEM COST 10 AP! THAT MAKES IT FAIR!>!>@!@.
I Apoligize for what i just typed. Even though it was a joke... it was painful. - tylerisfat 03:24, 27 November 2008 (UTC)
No DCC, it's the fact that the syringe is newer than the one you found, that'd been sitting on the shelf for who knows how long, gathering dust is what makes it more effective. A lot of medicines have a 'Best Before' date too, y'know. --Blake Firedancer T E RNL? P.I.S.I.T. 09:34, 27 November 2008 (UTC)
That explanation doesn't fit this sugestion. The syringes currently sitting on shelfs, aviable since the start of the outbreak still do the same work, not less as that situation would inspire (With the manufactured having the current effect), or more then the manufactured based on the time having an effect on the contents. This proposed change is basicly a change in the formula to the new syringes, or else the old syringes would have to be changed as well in one way or another without the manufactured syringes changed.--G-Man 12:01, 27 November 2008 (UTC)
Your grasping at straws there. Syringes have already been changed multiple times since their initial form. For a start they used to only cost 1AP to use but be a fair bit rarer. The excuse when the AP cost changed was that the Zombies were growing immune and thus required a larger dose. Dropping the revive cost is always shouted down so the only way for manufactured syringes to be improved is to tinker with their effect and that means one of 3 options; chance to cure infection, increased stand up health or chance to work on rotters. Personally i prefer the chance to cure infection as it makes the most sense, it also further nerfs an already pretty weak skill so its not going to pass. this suggestion goes to far on the HP thing but i could see merit in it increasing stand up health by 5. Reviving rotters has never been suggested and its probably a good job too as even thinking about DCC's response makes me shudder ;) --Honestmistake 19:07, 27 November 2008 (UTC)
Giving it the ability to give health, even 5 makes it the equilivant of a new users FAK on top of a revive. Two items combined into one super-item isn't always a good idea, especially when they're seperate for a reason. Health change just doesn't cut it as a viable option. Chance to revive rotters goes against the entire point of that skill, so the best option is probably to find a way for infection to be a better skill (Note to readers:That does not mean it takes away more health, its been proposed mannny times before) and then have the manufactered syringe as the main counter to the change. Even if the infection can not be healed before someone stands is a start as it often happens anyway (At least from my experience) and FAK's only have a chance to heal an infection. Or a chance for infection to kick in when someone dies by the claws of an attacker, and a slight increase to the chance to bite could be another option. Mind you each comes with its own problems, and assoiciated mishaps however I don't think it should be passed until it has a viable counter to its increase (even if its an existing one) so its somewhat evened out for a change to something thats worked for over a year (I've never run into problems with this system), unlike this suggestion which buffs the survivor population on several fronts to throw them further on top of the ladder just by sitting in there local NT instead of at least moving between there and the local hospital.--G-Man 12:24, 28 November 2008 (UTC)
There you have hit on the nub of the problem, many feel that manufactured syringes should be better than found ones but all the options to do so could cause a significant shift in balance. I think what is needed is for infection cures to no longer be automatic... I remember discussing an improved infection (Virulent Infection?) where we wanted to give Faks a % chance to cure. Don't think we finalised numbers because it didn't look likely to pass but I would still support something on those lines because it would make for a more scary game.--Honestmistake 12:33, 28 November 2008 (UTC)

this a bad idea because it's a revive plus a couple of FAKs in a spiffy new all-in-one package. however, i want to point out that going on about how easy survivors have it and how hard it is for zombies, waaah waah waah like DCC (or whichever goon it is, they all look alike to me :P )... you're dinosaurs. with the recent updates, the balance has been shifted. playing the survivor hard is a LOT harder now than it used to be. which is a good thing. and the game isn't perfectly balanced. but the days of screaming about the huge AP imbalance are over. though, like bell bottoms and big hair and arena rock, i'm sure it'll make a kitchy comeback... --WanYao 15:59, 28 November 2008 (UTC)

Hilarity ensues; You've duped yourself.--Karekmaps?! 12:17, 30 November 2008 (UTC)


IRC Chat

Timestamp: Kamikazie-Bunny 16:24, 24 November 2008 (UTC)
Type: Addition
Scope: All Players
Description: Whilst I am aware there is a whole page for Urban Dead IRC channels I feel the game could potentially benefit from an offical IRC channel. By official I actually mean one that Kevan supports by including a link to it next to the News/FAQ/Wiki/Donate buttons.

I don't feel this will nerf other forms of communication because IRC chat will only be avalible if you are connected, where as Radio/Talk have a history stored for you to read when you log in. This means that IRC should only be useful to people acting in Real Time with each other and although this is a rare occurance it would greatly enhance the experiance because players can now interact more fluidly whilst playing together and saving chat AP for when they really need to talk or announce something for people who are not online.

Discussion (IRC Chat)

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-- Linkthewindow  Talk  21:15, 28 November 2008 (UTC)

Is it me or are the only IRC channels that have active people on for dedicated groups. Not players in general...--Kamikazie-Bunny 16:30, 24 November 2008 (UTC)

That is true, but for most groups they don't mind you hanging around, such as the #redrum and #rrf-ud channels.--Drawde Talk To Me! DORIS Яed Яum Defend Ridleybonk! I know Nothing! 21:27, 24 November 2008 (UTC)

I think (don't quote me on this) there used to be a general one, but it got spammed to hell so everybody bailed on it.--xoxo 04:40, 25 November 2008 (UTC)

No, it would be spammed to hell, or just be completely inactive. There are a few general purpose channels, but they don't seem to active. Linkthewindow  Talk  10:31, 25 November 2008 (UTC)

IRC is easy to find and do, if it's your schtick, you'll go there. If it's not, you shouldn't really bother... As the saying goes:" you can lead a Mrh? cow to brainz, but you can't force him to barg"... --WanYao 23:55, 26 November 2008 (UTC)

Uhm, guys, I think it's more about Kevan endorsing a channel instead of there just being a channel period.--Karekmaps?! 12:18, 30 November 2008 (UTC)

Review the character limit for radio tranmissions.

Timestamp: Three Dog 11:08, 23 November 2008 (UTC)
Type: improvement
Scope: Any survivors using the radio
Description: I was wondering, Since I started the Galaxy News Radio i've found that the very small amount of characters you can use is at best, a thorn in my side, couldn't it be possible to make the transmission amount of characters the same as for speaking, it makes perfect sense really. I understand that the limit is there to stop spamming of the radio channels, however they can still spam, just it takes more ap, and if it takes up a new line everytime they broadcast something, it probably makes more of a mess. Not to mention something like this would greatly benifit the many radio stations around the cities.

I appologise if this has been brought up before in suggestions, and if it has feel free to delete it.

Discussion (Review the character limit for radio tranmissions.)

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-- Linkthewindow  Talk  21:14, 28 November 2008 (UTC)

Sounds kind of dupey, but I'm pretty sure the limit is there from a technical point of view. Only the people in your current building can see speech, while everyone with a transmitter can see radio. I guess it may be there to save Kevan bandwidth. Linkthewindow  Talk  05:16, 24 November 2008 (UTC)

So because they can "still spam" we should make it EASIER?--Pesatyel 07:35, 24 November 2008 (UTC)

No way! Can you imagine how much more pure, unadulterated GARBAGE this would create? Imagine Real Gamer, Timmy the Trenchie, those counting people on 28.01, and all the noobs who ask for help or broadcast things like "Come to the fire station we have ammoz!!1" on the radio. Now imagine them broadcasting 3 or 4 times as much crap as they do now. Ignore this Voice, in voting now, could neutralize this in the unlikely event that it is implemented, but then Frequently Suggested says don't suggest anything that most people will choose not to see. --Pestolence(talk) 02:01, 25 November 2008 (UTC)


The 'Out of AP' Page

Timestamp: Yungblood 02:54, 23 November 2008 (UTC)
Type: interface
Scope: the forgettful and the busy
Description: unlike my other suggestions, this one is abnormally simple: You are still able to view your inventory and drop items when you have run out of AP. Once, you run out of AP, you are given the message 'You are asleep' for humans and 'You are swaying slightly' for zombies. The page is then useless and you can no longer interact with the game. My suggestion is that you will still be able to view your inventory, but the list is no longer in 'button' style. Also, you can drop any item as you would if you still had AP. This would give survivors a chance to drop what they were to busy to drop while in-game.

If this is a dupe, then I'm sorry. I'm horrible at searching for dupes.

Discussion (The 'Out of AP' Page)

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-- Linkthewindow  Talk  21:14, 28 November 2008 (UTC)

What's the point? You can drop stuff once you get AP back, and there's never really any hurry to drop stuff. SIM Core Map.png Swiers 04:18, 23 November 2008 (UTC)

Not good from a RP point of view, ether. You are sleeping when you are out of AP. Linkthewindow  Talk  04:21, 23 November 2008 (UTC)

And if your in that much of a hurry, its only half an hour. What about zombies?--Pesatyel 07:17, 23 November 2008 (UTC)

zombies can still drop stuff ;) --xoxo 11:44, 23 November 2008 (UTC)

Well, im a person who only checks my accounts once a day, so I guess why that affects me. i usually let my AP get the full 50. -- Yungblood 16:28, 23 November (EST)

You can also use the back-page button to go back and review your inventory and make plans for the next day. SIM Core Map.png Swiers 14:47, 25 November 2008 (UTC)


Zombies In The Water

Timestamp: Maunder 04:37, 17 November 2008 (UTC)
Type: environment interaction
Scope: Zombies
Description: Zombies should be able to walk in deep water (eg, style c85 "a river") that survivors cannot, as in Borehamwood. They're not breathing, after all, and haven't we seen them emerging from rivers and ponds etc in the movies? An automatic ability for anyone in a zombified state. Survivors are still prevented from entering deep water, with a message about the current or being weighed down by equipment, or even just You think about entering the deep water, but it looks too dangerous.

To slow them down a little, it should take Zombies an extra AP to enter a deep water (so 3AP without Lurching Gait, 2AP with).

Zombies in deep river would be invisible to anyone not in a deep water square themselves. Zombies in the deep river would be able to see others in deep water, since they're all underwater, but no one in shallow water or on land. Basically a deep water region of more than one block becomes visibly distinct from the surface and shallow-water area, just like being inside a multi-block building.

Zombies can attack other zombies in the deep water, but damage from claws or melee weapons will be reduced by 2 points (but not below zero). Bite attacks work normally.

Discussion (Zombies In The Water)

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-- Linkthewindow  Talk  21:12, 28 November 2008 (UTC)

most humans can swim, i wouldn't worry too much about logic.--xoxo 05:02, 17 November 2008 (UTC)

Borehamwood is a temporary city so adding suggestions for it is pointless. Also, Malton has no water. But as said, why can't survivors swim across too? Then you have to deal with the ramifications of the water. What about water/underwater combat? Are zombies "invisible" underwater?--Pesatyel 05:11, 17 November 2008 (UTC)

It is a river, perhaps the curent of the river is too strong for survivors to swim? As for no water in Malton, there is supposedly a "river" to the North, its just that the map would need to be expanded, which is possible in the future, even if it doesn't happen in the near future.--G-Man 19:57, 17 November 2008 (UTC)
The river doesn't appear in the game, and if the current is too strong for survivors to swim, then how would zombies, who are supposedly slower and clumsier than humans, manage it? --Pestolence(talk) 01:45, 18 November 2008 (UTC)
"Supposedly" is nothing and that doesn't counter the whole host of other things necessary to consider, as I stated.--Pesatyel 02:09, 18 November 2008 (UTC)
@Pestolance, think World War Z and the zeds in oceans, yes this is different but its a good example, the zombies are merely grounded, not trying to swim, which would be a huge difference. @Pesatyel, yes those would have to be considered, but this is still a start, and can be justified as just zombies with the ability to move through, as well as a possible spot in Malton that could be opened up in the future. It is something interesting to explore for future maps or additions to Malton and shoulden't be shot down so quickly.--G-Man 03:09, 18 November 2008 (UTC)
Thank you for your responses, which cause me to elucidate my thoughts a bit further. I wanted to change one aspect of a map's dynamics and tactics, without changing the direct player interaction any: survivors can be "cornered" in a space bounded by deep water, but zombies cannot. Survivors cannot depend on a few access bridges as defensive choke points. I'm not trying for "realism" about how people should interact with water, so I'm not even going to suggest a rationale behind it other than its effects on game play. The consequence of my suggestion as it stands is that zombies could attack each other normally while in the deep river, but they'd have no interaction with survivors because there can't be any survivors there. You can think about changing combat in the water if you want to, or allowing humans to enter it too, but my proposal doesn't suggest that. If you're going to criticize my suggestion, shouldn't you actually address what I suggested? Or if you really think the suggestion ought to include those changes, can you explain why it's better that way, or what my suggestion lacks on its own? -- Maunder 03:00, 18 November 2008 (UTC)
Furthermore, even though it won't have a big impact on Malton as it stands, it's a relatively simple rule adjustment to implement and understand, and would have interesting effects for any future maps with deep water, whether they be short-term or long-standing (and may inspire the design of such maps!). -- Maunder 03:00, 18 November 2008 (UTC)
Details are important to shoot down those who will vote down your susgestion based only on the lack of them. They expect rational situations and any sugestion (even here) to cover all bases, so it is imperitive that the suggested problems by Pesatyel be addressed. It makes sense so only the best suggestions make it through, that all players will be happy with, even if the suggestion system is broken based on voters taking sides instead of a neutral point of view. Don't worry, just figure out how those situations fit into your sugestion and then ask for comment on your proposed solutions. Even a basic idea can help someone here figure something out. Personnely I would have no survivors in the water, and zombies "invisible" in all spaces except for a few exceptions.
  • When in the same space as another zombie, all zombies are visible.
  • Zombies in a nearby water space to another zombie will be counted as "blurred images", and no accurate numbers will be given.
  • Any survivors next to a water space have a "blurred image" of any zombies in adjacent water spaces.
  • Any zombies in a water space have a "blurred Image" of any survivors/zombies on dry land.
As well I would go with the ability to attack, but no damage done or xp recieved, due to water slowing the blows. As for the actual message given to survivors, "You think about entering the water, but realise the current is too strong to swim across"--G-Man 03:20, 18 November 2008 (UTC)
Okay I think some of these suggested changes are reasonable: invisibility, anyway, fits with the basic idea. Biting attacks would still work, and I'm not sure claws would be hindered much by the water either -- perhaps lower damage on them. But I'm wary of anything which over-complicates the suggestion, because that's less likely to get implemented. I'm dubious about a "blurred" image-- what would that look like? Doesn't sound easy to implement. So what do I do, change the suggestion as its written (making this discussion look moot), or submit a new one, or...? -- Maunder 21:10, 24 November 2008 (UTC)
The lack of claws hitting is to make it so xp can't be gained from the "safety" of the water, where they are completly untouchable by survivors. As for the blurred image, what I mean is in the text it would say something along the lines of "you see the image of *fellow* zombies in the water nearby (not even a direction given), but can't quite make out how many are located there", or a spin as such.--G-Man 02:35, 26 November 2008 (UTC)

Suggestions up for voting

Depants

Suggestion:20081125 Depants is up for voting. Discussion moved to here.