Developing Suggestions: Difference between revisions

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====Discussion (Contacts list improvement)====
====Discussion (Contacts list improvement)====
This'd be really easy with a simple Greasemonkey script or something. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 08:36, 4 August 2009 (BST)
This'd be really easy with a simple Greasemonkey script or something. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 08:36, 4 August 2009 (BST)
Isn't there already a "notes" field?--[[User:Pesatyel|Pesatyel]] 10:28, 4 August 2009 (BST)
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Revision as of 09:28, 4 August 2009

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Developing Suggestions

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

Nothing on this page will be archived.

Further Discussion

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


Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
  • Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
  • After new game updates, users are requested to allow time for the game and community to adjust to these changes before suggesting alterations.


How To Make a Suggestion

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.
{{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, etc. Basically: What is it? and Is it new, or a 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 you spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past two days should be given a warning notice. This can be done by adding {{SDW|date}} at the top of the discussion section, where date is the day the suggestion will be removed.
  • Suggestions with no new discussion in the past week may be removed.
  • If you are adding a comment to a suggestion that has the warning template please remove the {{SDW|date}} at the top of the discussion section to show that there is still ongoing discussion.

This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the Overflow page, so the discussion can continue.

Suggestions in Overflow: No suggestions currently in overflow.


Please add new suggestions to the top of the list


Suggestions

iPhone App (2.0)

Timestamp: ChiTownBear 09:13, 4 August 2009 (BST)
Type: Game Extension?
Scope: players with iPhones and iPod touches
Description: Just a simple, easy to use iPhone app. There could be a city made just for the app users. Also, the app would be able to stay logged into all of our accounts so that we lazy iPhone/iPodtouch users won't have to remember our passwords, nor will we have to log out to switch characters. Since the game is free, the app should probably be free too.

Discussion (iPhone App (2.0))


Contacts list improvement

Timestamp: Vidmaa 08:20, 4 August 2009 (BST)
Type: Contacts page interface
Scope: All players
Description: Now in contacts page there are possibility to put color out of 8 possible (not counting default grey) on name of person you adding - this is very useful - but with many contacts it is difficult to remember what color means

My suggestion is to add simple box on contacts page where every user could write for himself what every color means for him.

Discussion (Contacts list improvement)

This'd be really easy with a simple Greasemonkey script or something. --Bob Boberton TF / DW Littlemudkipsig.gif 08:36, 4 August 2009 (BST)

Isn't there already a "notes" field?--Pesatyel 10:28, 4 August 2009 (BST)


Birthday Loot!

Timestamp: BlackDeath3 22:19, 3 August 2009 (BST)
Type: Special Flavor Event
Scope: Everybody!
Description: It's a fairly simple idea, and arose when I looked at the UD homepage and read the part about UD being four years old. I know that other games do this as well. Players can submit their birthdate into their profile, and on their birthday, they receive special birthday loot! It could come with a random assortment of useful items and weapons, and even a little birthday card, but it would just be a cool little flavor event that happens once a year. The alert message could say something like:

"Although it feels like just another day in post-apocalyptic Malton, it isn't. On your casual search through the ruin and rubble of Malton, you find something unexpected... Happy Birthday <insert username here>!"

You could find a crate or bag of some sort, possibly left over from a helicopter drop, long buried from before the outbreak, or however you would like to rationalize it. You could crack it open with a crowbar, axe, gun, or some sort of weapon, and watch your loot spill out in a sea of foam packing peanuts! Zombies could find this as well, and maybe keep the items in case they revive. Or the zombies could just smash it to pieces to receive their birthday present - XP! Of course, players would have only one chance to set their birthday, and then it is locked to prevent abuse of this feature. You wouldn't even need to put in your birth year if you didn't want to, just the month and day. It wouldn't need to be viewable to the public, in the event that you care. It would just be there for your once a year birthday loot! Anyone with helpful suggestions, add-ons, whatever, they are welcome. And as for the inevitable flame... I brought my shield :)

Discussion (Birthday Loot!)

What about the poor maxed-out career zombies? They have little want of XP or items. -- User:The Rooster RoosterDragon User talk:The Rooster 22:29, 3 August 2009 (BST)

I tried to include zombies as well, because I think everybody should get something out of this. I've never had a high-level career zombie, so if you know of something that would benefit that audience, feel free to throw it in :) BlackDeath3 22:31, 3 August 2009 (BST)

Perhaps a random ultra-rare zombie flavor item? In fact, you could make a whole array of clothing and accessories that are only accessible via birthday troves; it would be random which one you get, and you would only get one per trove. Players who smash open their trove would get zombie/death-centric items while players who open it (which can happen regardless of state) would get survivor stuff; or, you could just make it all cross-state (AKA gold watches, party hats, hypno-glasses...etc.) Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:49, 4 August 2009 (BST)

My first thought was "flavor item". But that just seems boring, unless it is a clothing item (something others can see). My other thought (between "flavor item" and clothing) was some minor bonus like +5% to hit for that day.--Pesatyel 04:51, 4 August 2009 (BST)

I was thinking random super-rare birthday-only flavor clothing or accessory as well. It doesn't break the game and it gives people something to look forward to; it also rewards long-time players. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:54, 4 August 2009 (BST)

I like those ideas, of the flavor items. And, if you were to get some special, random item, it would give you a feeling of exclusivity, to have an item that one cannot just come by on their own, but must chance upon on their birthday. It would reward the long-time players, and their collection of these birthday items could slowly grow year by year! BlackDeath3 10:22, 4 August 2009 (BST)


Give Power Stations Use

Timestamp: Justinbronze 20:04, 2 August 2009 (BST)
Type: Building Addition/New Item/New Skill Set
Scope: Power Stations
Description: Ever wonder why Malton has Power Stations if they don't provide power? This suggestion will change all of that! My suggestion is,Power Stations can provide power to a building, lighting it up like a generator, only no refuel need for the building. The catch however, The Power Station must be powered by a generator, fueling the generator in the Power Station provides 48 hours of power before refueling is needed (unlike the usual 125 hours.), and in order for the building to receive power from the Power Station, the 2 must be connected by a extension cord, which is my idea for a new item. Extension cords can be found in Warehouses (7%), Factories (4%), and Power Stations (21%). Extension cords are primarily rubber, so they can't be destroyed,unless a zombie with the Memories of Life Skill Unplug, which I suggest could be slightly higher in XP cost like 125, unplugs the extension cord, it then disappears, but anew one can be re-attached. A new skill set would be introduced called Electrician, which allows you to plug in extension cords,XP cost,50 for scientists, and 75 for other survivor classes. Those with the Electrician skill can access another skill Unplug for 100 XP ( XP cost is that high for obvious PKer reasons.) You must be outside to attach extension cords, and extension cords can be attached to powered buildings to provide power to neighboring buildings, not just attach them to the Power Station. 1 extension cord can cover 1 block.

Flavour Text:

Survivor: You attach an extension cord to the building.

You attach an extension cord to another, extending the cord further.

You attach an extension cord to the building, the lights go on inside.

For some deluded reason, you unplug the extension cord, the lights in the building you unplugged it from go out. <---May need to have alts because more than one building may go out, and I added deluded because only a PKer would unplug them.

Zombie: You are on Random Location Street there is an extension cord running through here.

You are outside The Random Building. An extension cord runs through the street and connects to the building.

You Unplug the extension cord, the lights go out in the building you unplugged it from. <--- This will need to be altered as more than one building may go out.

Discussion (Give Power Stations Use)

Some light reading: PR_Buildings:_Specific_Types#Power_Stations --Bob Boberton TF / DW Littlemudkipsig.gif 20:11, 2 August 2009 (BST)

As Bob, If you let this out into the mainstream there is a good chance you will be deluged with kill and Dupe votes to the point of absurdity. It needs something else to set it apart from the rest... I may have an idea,if I think you can use it I'll post it later. -Devorac 01:18, 3 August 2009 (BST)

It's a dupe. Leave Power Plants alone; they don't power entire suburbs; they don't have infinite fuel reserves lying around; they don't have an infinite supply of repair parts; the only thing they actually do is serve as WTFcentaur nests and breeding grounds. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:16, 3 August 2009 (BST)

In fairness, the rest of Malton seems to have an infinite supply of everything. It's just well hidden.
I think this suggestion is toothless however, cords running outside would last no time at all. The makeshift "power grid" they would make wouldn't stay intact long enough to power anything a block away, let alone any further. -- User:The Rooster RoosterDragon User talk:The Rooster 04:17, 3 August 2009 (BST)

Alright, Justin here is one of the better ways I can see your idea -At least a butchered version of it- working is this. First off, ditch the power station thing. Maltons power stations have been dead for 3 years with only rats to run maintenance on them, no way in hell is setting a genny in it and flippin a switch going to turn them on again, cause a catastrophic explosion maybe, generate stable power... no. The part of your Idea I really liked was the generators and extension cords. If you add the extension cord item which will allow you to plug the cable into a genny and into another building (as long as the building is unruined) and power it. For this to work you would have to keep the cables vulnerable, and the life of the genny could be halved for every cable inserted. (120 hours, no cables- 60 hours, 1 cable- 30 hours, 2 cables- 15 hours, 3 cables.) I think you should be able to only plug in 3 cables to any one genny for realism purposes, as well as preventing morons from causing gennies to drain in seconds by placing a ba-zillion cables on. So I think you might be able to get this Idea to survive, if you can omit power stations and just go with gennies and cables. Hope this helps you to re-form you suggestion. -Devorac 07:48, 3 August 2009 (BST)

Er, why would we even want this needless over-complication of the power system in UD? "One genny, one building" too easy to understand and balance? --Bob Boberton TF / DW Littlemudkipsig.gif 07:57, 3 August 2009 (BST)
It might not be a dupe, but it's certainly unbalanced, unrealistic, needlessly complicated and useless all at the same time. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:11, 3 August 2009 (BST)
*Sighs* It is a cool idea though if you only needed a brief bit of power, pity that it would be so ineffective in practice, probably why I like to stick with suggestions where I can use hard math to back them up. -Devorac 18:57, 3 August 2009 (BST)

Remove crucifixes

Timestamp: Orange Talk 18:19, 2 August 2009 (BST)
Type: Equipment change
Scope: Everyone
Description: Crucifixes are useless. Wire cutters were useless. Wirecutters were removed because of their uselessness, So crucifixes should be removed from the game.

Discussion (Remove crucifixes)

I support this because it will presumably boost wine search rates in churches. Also, what's with every single church in Malton being a Christian one? --Bob Boberton TF / DW Littlemudkipsig.gif 18:23, 2 August 2009 (BST)

Just for semantics, Churches are Christian places of worship. Therefore all churches are Christian. Other religions don't have churches, they have temples, or mosques, or synagogues, etc. But the point of more ethnically diverse buildings stands. Of course, how often do you see all manner of religious buildings in your city centre?--Yonnua Koponen Talk ! Contribs 21:36, 2 August 2009 (BST)

I'm in. --Haliman - Talk 18:27, 2 August 2009 (BST)

But then how would we make useless suggestions and bash organized religion? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:51, 2 August 2009 (BST)
The same way we do now. We wait for someone to make a suggestion about adding them in, or with some new bit added on to that, then we flame them.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 18:53, 2 August 2009 (BST)

I was going to say why don't we make a clothing item instead. Then I looked and found the game already yas "a crucifix necklace" (and a few other religious related ones). So yeah, having this one also is redundant.--Pesatyel 19:31, 2 August 2009 (BST)

Seems fair. Plus im somehow drawn to the word uselessness --RosslessnessWant a Location Image? 19:38, 2 August 2009 (BST)

Change your name to uselessness. Do eeet.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 20:56, 2 August 2009 (BST)
The programming alone would be effortful. --RosslessnessWant a Location Image? 21:17, 2 August 2009 (BST)
I'll do it for you.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 04:07, 3 August 2009 (BST)

Bull Rush

Timestamp: Fixxxer 09:41, 1 August 2009 (BST)
Type: New Skill
Scope: A new skill that survivors might use directly against zombies
Description: A problem I have noticed as a survivor is when barricades come down and zombies come in and wreck a little havoc, but then run out of AP and just stand around, forcing the survivors to either barricade the zombies in with them or leave the building un-barricaded with the doors wide open in the hope that the zombies will decide to go for a stroll outside. With this skill, a survivor would potentially be able to charge a zombie and bull rush it out of the building through an open door, rather than having to attack it until it drops and then boot the body outside. I would suggest a 30% chance of success, with a 70% chance that the survivor loses his grip on the zombie, which stays indoors while he ends up out in the street. Either way, I would suggest that the survivor end up outside as well, though with an open door and no barricades, he could rush back inside and begin barricading. I would also suggest that this action consume 2AP (one for grabbing the zombie and one for shoving it through the door).

The key thing to note here is that this is only possible in an un-barricaded building with the doors standing open. This is meant as a sort of emergency action to (hopefully) get a zombie or two out of the building so it can be safely barricaded or repaired, not as a combat maneuver to injure the zombie.

Discussion (Bull Rush)

Now that you got this here, I suggest you withdraw your actual suggestion. There should be instructions for it around here somewhere. :/ -- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 09:44, 1 August 2009 (BST)

Fair enough. I'm interested in dialog that explains why this skill would be so bad. Thus far, I've been told that it's bad because it costs less overall AP than shooting the zombie until it falls down, then dumping the body. However, I would point out that you get no AP for using this skill AND that it has a limited actual usefulness because it can only be used inside a building that has no barricades and the doors are open. Lastly, it doesn't cost the zombie any AP, so it doesn't have to use up AP before it starts tearing your barricades down again. Fixxxer 09:57, 1 August 2009 (BST)

So? Your average high-level human won't care about lack of XP anyway, so that doesn't really matter. As I said on the page, it pretty much nerfs shooting and CR-ing as whenever you want to kill a zombie, the zombie will be inside a unbarricaded building with open doors. The whole point of killing a zombie is not to kill it per se, but to remove it from the building so you can start barricading again with no penalty. This skill allows you to remove a zombie without having to search for any items.
Thanks, however for taking the criticism on the suggestion page well (and not throwing a fit like other users do.) With a bit more practice, you'll be making peer reviewed suggestions in no time :). Be sure to read FS and S/DDN before submitting again ;).
Finally, you withdrew your suggestion wrongly - you don't simply blank the page, you've to to add a template (and not blank the page.) I'll fix it for you now. Linkthewindow  Talk  10:49, 1 August 2009 (BST)
I appreciate that. Thank you. --Fixxxer 20:27, 1 August 2009 (BST)

Silly harmanz with silly suggestions. If you bull rush me, I will be eating your face.--Agunin_Anoven 10:13, 1 August 2009 (BST)

How very, very helpful. --Fixxxer 10:40, 1 August 2009 (BST)
You get used to it soon enough. We're all just one big hateful family around here. :) -- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 10:56, 1 August 2009 (BST)

At the very least, such a skill would need to require the zombie to be brought down to low HP before being bullrushed out of the building, the same way that only survivors at 12 or less HP can be dragged out of wide open buildings. But I think that has been suggested before -- boxy talkteh rulz 13:15 1 August 2009 (BST)

That sounds fair. If the zombie is below X number of hit points, you have a chance at pushing it outside. What if we further took Devorac's advice into consideration, but instead of giving a bonus for having the Bodybuilding skill, we made Bodybuilding a requirement to get Bull Rush in the first place? --Fixxxer 20:27, 1 August 2009 (BST)
There's already a dupe for that, although it never went the full voting time... was headed for spam -- boxy talkteh rulz 09:02 2 August 2009 (BST)

Hmm... what about this, You can only bullrush a zombie that has less HP than you do, and it will cost an extra 1 (possibly 2 for balance reasons) AP per ten health the zombie has (minimum of 1 extra AP cost), plus another AP if the zombie has rotting flesh. I think this reflects that the zombie is struggling instead of just placidly being led away. This also helps to slightly level out the huge difference between rushing, and killing the zombie with a conventional weapon. Also after the survivor has performed this move he/she should also be outside with said zombie, so add another AP to get back inside. It is also possible to reduce the cost of the rush if the survivor had the bodybuilding skill, as that would -if this really happened- be quite helpful. -Devorac 19:00, 1 August 2009 (BST)

Too helpful; Zombies are players too, and giving survivors to insta-remove any zombie without preparation makes any weapon useless. Either this would nerf every survivor tool against zombies in existence, or it would be useless; those are the only two outcomes. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:50, 1 August 2009 (BST)
*Shrugs* I agree... but it's still a fun concept. -Devorac 21:14, 1 August 2009 (BST)

First of all, I think this might be a dupe. Looks familiar. Secondly, to the author use a colon to indent your post if your responding to someone, its helpful. I'll see if I can find the dupe.--Pesatyel 21:36, 1 August 2009 (BST)

At the very least, I'd want to see a 10% chance per zombie outside that the harman doing this could not move further for at least 24 hours, without accumulating any AP as the horde would dogpile him and the one he tackled would not let go. It would be like a desperation move to save his fellow survivors, and would effectively kill his sorry ass. Otherwise, this is ridiculous. Even with the modifications I've mentioned it's wildly overpowered in favor of survivors. I doubt anything can salvage this crap suggestion.--Necrofeelinya 12:32, 2 August 2009 (BST)

It costs a fortune in zombie AP (usually a collaborative effort as well) to get inside the average UD building, so any action which removes them this simply is not on. --Papa Moloch 21:49, 2 August 2009 (BST)


FaceBook Application

Timestamp: —The preceding Template:Wikipedia comment was added by Supertrooper101 (talkcontribs) 06:11, 1 August 2009.
Type: Game Play
Scope: {{{scope}}}
Description: I beleive it would bring more players, ideas, and donation money to the site if it was some how linked into or through facebook. Face book has a HUGE base of users who only own a facebook for the time consuming of applications. Now wether u plan on just linking it through or even a special Mini Facebook Battle With its own map, charcters, weapons, and ect.. i for one beleive it would take off very quickly due to the fact that many of ur curent users undoubtly have a facebook and would be very willing to help the expansion of it across facebook to new users. I would love to see a new facebook type urban dead from u guys, cause u have created a game so simple but yet so addictive, i think its time to step it up to the next level. Thank you for ur time! i really hope u think about this one! :D

Discussion (FaceBook Application)

I don't like how this uses "u" and "ur" instead of, you know, actual words. --Bob Boberton TF / DW Littlemudkipsig.gif 07:34, 1 August 2009 (BST)

u didnt sign ur pst you n00b. gb2fb-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 08:35, 1 August 2009 (BST)

So basically a mini-game on Facebook that promotes the main game? I don't use Facebook at all, but since this will just be a promontion for the game, why not just make some UD-related images that people can stick on their profile. Promotes the game, without the time and effort this would involve. And Boberton is right, chatspeak is bad. It's not a lot more effort to type two extra letters, and makes your suggestion look a lot more professional and readable. Linkthewindow  Talk  08:38, 1 August 2009 (BST)

I suggest that this user learns how to fucking spell "you" instead of "u", Take your dumb oneth grader spelling style back to school. Not only is spelling "you" like "u" not cool, it kills babies. as for the suggestion, ya sure whatever, facebook and myspace need ud like soo much dude fuck ya dude give em some ud and let em play it. ud man.--Agunin_Anoven 10:19, 1 August 2009 (BST)

For the second time this week: This page is for suggesting ways to improve Urban Dead, not for suggesting new apps for your qPhones or Stalkerbook. If you want a mini Urban Dead for Facebook or think it's a good idea, then get a team together, talk copyright with Kevan, and make one yourself. Please, for the love of Kevan and the suggestions process as a whole, read the Suggestions Dos and Don'ts before you post... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:36, 1 August 2009 (BST)

Using facebook to expand the UD player base is a good idea but making it into an app you can play through just isn't my cup of tea, it's browser based, not a Facebook/iPhone/.exe/.deb/ application. --Kamikazie-Bunny 17:11, 1 August 2009 (BST)

Okay, I'm sorry that I'm not giving you any useful feedback here but hey. First off you apparently missed the line of the wiki that said "your suggestion is only as smart as you make it sound". Second, as you are suggesting something in a mildly professional atmosphere DO NOT UNDER ANY CIRCUMSTANCES USE CHATSPEAK! It makes you look like not only a goober, but a goober who doesn't really care enough to make his idea clean and well polished looking. Third, Spell check everything. The misspelled words were even worse than the chatspeak, they completely derailed me from the idea itself. Sorry if I sound harsh, but still, when you post here this is supposed to be a testing ground for real suggestions. You post something that looks like that as a suggestion and they will rip you apart with kill votes so fast your head will still be spinning next week, and a portion of them would vote kill for no other reason than the fact that your spelling/grammar are... sub-par. -Devorac 19:10, 1 August 2009 (BST)

Good idea. Might increase participation. Sorry all the other respondents seem to care more about formalities and your spelling than the game.--Necrofeelinya 12:37, 2 August 2009 (BST)

Careful Nf, he might not get the sarcasm. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:53, 2 August 2009 (BST)


Survivor Bite Change

Timestamp: --Papa Johnny 22:41, 28 July 2009 (BST)
Type: Oddity change
Scope: Survivors
Description: Simple - When a survivor attacks with "bite" on a zombie that is infected, the survivor has a chance of becoming infected. It wouldn't modify the hit% for the attack or affect the zombie in any way beyond the normal 1 damage being dealt to it.

Discussion (Survivor Bite Change)

Survivors can't bite. Simple as that. User:Sorakairi /sig 22:55, 28 July 2009 (BST)

Actually they can. Though it's obviously not meant to happen, you can do it via using a link with the correct attack code. - User:Whitehouse 23:06, 28 July 2009 (BST)
Yeah, but is this really an issue?--Pesatyel

Well I guess they are biting rotting flesh which probably isn't too good for their health. - User:Whitehouse 23:09, 28 July 2009 (BST)

I actually like this suggestion. It takes kind of a sick mind to think something like this up, and I can appreciate that. But I think that survivor bites should be part of the regular attack dropdown, not something requiring a "link with the correct attack code". How many hidden tools do Wiki users need? Oh, and I think there should be an accompanying message letting the player know about the potential consequences.--Necrofeelinya 07:06, 29 July 2009 (BST)

Survivors shouldn't be able to infect themselves, which is all this suggestion seems to be good for, getting an infection so that you can parachute into a barricaded building -- boxy talkteh rulz 07:10 29 July 2009 (BST)

Just make the % chance for infection low enough that it's not worth the effort for parachuting purposes. Then it'll only appeal to freaks like me, who think that the notion of self-infection is fun in its own right. I mean, they've got to bite a zombie, for crying out loud. How many people even consider that?--Necrofeelinya 14:44, 29 July 2009 (BST)
I guess enough that it would even need to be thought of a suggestion in anyway.--Pesatyel 03:18, 31 July 2009 (BST)

YES - Need I say more? --Kamikazie-Bunny 16:55, 1 August 2009 (BST)


Art as weapons

Timestamp: Da Ninja 09:17, 28 July 2009 (BST)
Type: Game mech change
Scope: Survivours
Description: A very simple change. All decorations/art found in Museums can be used as weapons. They would have a base damage of 1 and 25% chance of hitting. This would make nearly all items in the game have some use and also give people the ability to slap people with stuffed fish. The art would break after a few hits, similar to how the pool cue breaks after use. The different pieces of art could have different characteristics (ie glass breaks more often, statues do more dmg) though it really wouldn't make that much of a difference.

Attacking with the art would look like "You swing the (stuffed fish/abstract painting/glass bowl/etc) at (insert name here). While being hit by the art would look like "(insert name here) hit you with (stuffed fish/abstract painting/glass bowl/etc) for 1 dmg"

I had a look if this was already suggested but I couldn't see it. I wouldn't be amazed if there was somthing though.

Discussion (Art as weapons)

It may be a dupe already, but currently I love the idea, but some of the art is different to others, so the paintings should break at different rates as sculptures, yeah? --ϑϑ 09:23, 28 July 2009 (BST)

or just make 1 specific museum peice do as much damage as a fire axe. like whatever the rareist museum peice to find is.--Agunin_Anoven 10:22, 28 July 2009 (BST)

I don't particularly see anything wrong with the idea, although you may get some people voting it down for being "useless flavor", oxymoronic though that may be. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:04, 28 July 2009 (BST)

First 25% is way too high. The art objects aren't designed for "swinging" being large/unweildy/heavy/etc. Secondly, this isn't useless flavor, its JUST flavor. The game already has 8 or 9 weapons people don't use except for flavor. Thirdly, this could, potentially, promote PKing. Imagine some ass comes in and takes YOUR artwork and smashes YOU with it.--Pesatyel 02:51, 29 July 2009 (BST)

ZING! --ϑϑ 03:17, 29 July 2009 (BST)
"Takes YOUR artwork" - Uh, one, it's Malton's artwork, or from wherever it originated, and two, the suggestion says nothing about picking up artwork already placed in buildings. --Bob Boberton TF / DW Littlemudkipsig.gif 03:49, 29 July 2009 (BST)
Technicallity. If I set up my "home base" in Deacon Bank, go out and find some nice art pieces to decorate my home base, how is it not "mine"? Sure I misread, thinking it would be more logical to grab some art put on display then to look for it. It just seems pretty silly to go looking for some big unwieldy thing like a glass table or mouldering tapestry just to attack someone with it when there are already several weapons in game nobody uses that "fill the job".----Pesatyel 07:25, 29 July 2009 (BST)

Its funny too, this is, technically, a dupe.--Pesatyel 07:27, 29 July 2009 (BST)

Hell I love the idea, Being able to kill a zombie with a stuffed fish (and get the headshot message) would be funny as all get out! -Devorac 02:33, 30 July 2009 (BST)
So did I when I made, basically, the same suggestion.--Pesatyel 03:19, 31 July 2009 (BST)
I'm sorry it didn't get passed, if I had had an account then I can tell you I would have voted keep to it. But who knows, perhaps this one will pass, then -in some small way- your own idea will have passed.
If it's a dupe, it won't pass. --Bob Boberton TF / DW Littlemudkipsig.gif 06:38, 1 August 2009 (BST)
Fair point, but perhaps all it deserves is a re-vote. I'm sure that has happened before. -Devorac 06:43, 1 August 2009 (BST)
The re-vote is where it gets duped. --Bob Boberton TF / DW Littlemudkipsig.gif 07:35, 1 August 2009 (BST)
*shrugs* maybe, but if people like it enough they won't care that its a dupe. -Devorac 18:40, 1 August 2009 (BST)
Yes they will; that's how the suggestions system works around here. If the idea is a duplicate than it's automatically ineligible for consideration. This saves us from dealing with trolls who spam the same idea repeatedly and allows us to once-off the really dumb stuff that keeps popping up like item trading and machine guns. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:48, 1 August 2009 (BST)
Alright, my apologies I didn't understand. -Devorac 20:57, 1 August 2009 (BST)
Is it possible to get the original idea re-voted upon? I'm guessing the answer is probably no. Da Ninja Random/AS also 404 Groupie Overlord in another life 07:25, 2 August 2009 (BST)
That's just the "Urban Dead Dupe Flaw". A suggestion made 4 years ago can be claimed as a "dupe" regardless of any changes (in both player attitudes and in game features) since.--Pesatyel 04:54, 4 August 2009 (BST)

Nerf Mobiles

Timestamp: Necrofeelinya 05:25, 24 July 2009 (BST)
Type: improvement
Scope: mobiles
Description: I'm just gonna float this and see what people think. The problem with groups is that they're organized on boards, not in-game. Noobs don't understand them, ferals don't want to waste the extra time with them, they circumvent the rules for AP use for speaking, broadcasting, using mobiles, all communication in-game, because people arrange for unlimited communication out-of-game with no AP cost. I propose a change that will ease communication in-game, promote in-game group organization and be usable directly from the player's interface so even noobs realize they can do it. I suggest implementing a Private Messaging system for contacts in-game. Here's how it would work:

1. PMs cost no AP to use, but do create a server hit and so count against your IPs server hit restriction. That means no more than 160 per day, max. Characters would be limited, but should be more than the current restriction on broadcast characters. I've never used a mobile, so I don't know what the restriction is on those.

2. Survivors can PM any survivor in their contacts list. Zombies can contact any zombie in their list. No survivor/zombie, zombie/survivor PMing. This is, however, negotiable since I know so many of you love your Life Cultists.

3. Zombie PMs would be in plain english, not Zombese. This is to facilitate in-game organization, not roleplaying.

4. You should have the option of blocking PMs from anyone you want.

This basically reduces the need to organize groups on other forums, and allows even small groups to organize effectively in-game with minimal effort. It makes it possible for even noobs to do what experienced metagamers do all the time. I could see restricting it to only a handful of contacts, maybe 5 or 10, to try to encourage microgroup organization and discourage large hordes, but the goal is basically to focus the metagaming community's activity on UD itself rather than on a bunch of other boards. It facilitates zombie communication in-game in a way that encourages ferals to participate with other players while not forcing them into large hordes, and it immediately allows noobs and baby zombahs to create effective groups through their UD interface rather than having to join a group and check in at Invision or Barhah.com regularly.

Fire away.

Discussion (Nerf Mobiles)

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It will be removed on: August 4 at 03:56 (BST)

First thing to start you off - perhaps should only work for mutual contacts so people you don't know can't spam you. --Bob Boberton TF / DW Littlemudkipsig.gif 05:36, 24 July 2009 (BST)

Yeah, that's not a bad idea, though I did mention that you should be able to block PMs from anyone.--Necrofeelinya 06:09, 24 July 2009 (BST)

Extremely abusable. Someone could log in via a proxy, send 160 messages, then use their standard IP and play the game. It should cost AP. While that doesn't solve the problem, it limits it somewhat. - User:Whitehouse 11:52, 24 July 2009 (BST)

Abusable. Right. Abusable because someone could go out of their way to use a proxy so they could send over 160 messages... as opposed to using a separate forum for unlimited messaging. Why should it cost AP? It doesn't cost AP to use a separate forum. If anything, this discourages "abuse" that's already happening.--Necrofeelinya 18:28, 24 July 2009 (BST)
It would give access to pretty much any character in game as it is written now, thus it can be a far more useful tool than a forum where it is required for the other person to be on said forum and actively checking for information, that's why I think it should be limited by AP (and all other forms of in game communication cost AP so why shouldn't this?). Also, would you mind clarifying what you meant by ""abuse" that's already happening"? - User:Whitehouse 19:43, 24 July 2009 (BST)
Your response said abusable in a manner that implied that extensive communications without costing AP was an abuse. But with forums, that's happening right now, with no limit on # of characters, no limit on # of messages, no limits of any kind. In fact, with restricted forums people can arrange to PM one another, give each other info for a service like AIM, then IM one another and coordinate in unrestricted fashion while they play the game, which is no different than what this would allow, though this puts at least some limitations on it. The main thing is that it would take such behavior out of the exclusive domain of experienced metagamers and put it in the hands of all players, noobs and ferals included. So if there's a potential for abuse, it's nowhere near as big as the potential we deal with now, and this is essentially a measure to level the playing field for all characters.--Necrofeelinya 02:14, 25 July 2009 (BST)
Actually, if you listened to his response, this lets you contact ANYONE, at any time. Name one forum in which you can contact any other urbandead character that you want.--Yonnua Koponen Talk ! Contribs 11:30, 25 July 2009 (BST)
Okay, but in forums you can contact people who aren't in your contacts list at all. This limits it to people in your contacts, which is limited to what... 100 people? You still need to have made the effort to add them to your list, and you still are restricted by the number of people you can add. Forums still have more advantages, though they require more attention, but this would help even play a bit.--Necrofeelinya 12:29, 26 July 2009 (BST)
No, because forums will only have specific people on them. You can't call up anyone at any time. This suggestion, coupled with the name database, gives you any character at any time, whether they want you to or not.--Yonnua Koponen Talk ! Contribs 14:23, 26 July 2009 (BST)

How would zombies text each other? O__O --RahrahCome join the #party!11:54, 24 July 2009 (BST)

Same as survivors... I envision a PM function added to the standard game interface. Maybe you hit a button and it opens a box on your contacts page, allowing you to choose a contact and send a message. Something like that.--Necrofeelinya 18:28, 24 July 2009 (BST)
Alas. It is already made. You click the wiki button, it takes you to the wiki where not only do you get to just talk, but make groups pages, link them to forums for secret stuff, and all kinds of glorious things.--Agunin_Anoven 23:17, 24 July 2009 (BST)
And just what percentage of players use the Wiki? The point of this is to make something everyone can already do more accessible. Making it involve a bunch of steps just discourages people... it should be part of the player interface in-game.--Necrofeelinya 02:14, 25 July 2009 (BST)

Nerf? Don't you mean buff mobiles? No zombie texting... please. It's just so out of character/genre -- boxy talkteh rulz 15:38 24 July 2009 (BST)

No, he means it's a nerf because there's a better system.--Yonnua Koponen Talk ! Contribs 16:46, 24 July 2009 (BST)
Oh, I thought the suggestion was to allow text messages if you've got a mobile phone for no AP. Surely PMs need to be explained, and using the mobile phone is the obvious choice. Just having it so you can magically, perhaps telepathically, contact others is ridiculous... may as well leave it for the meta-game -- boxy talkteh rulz 09:15 26 July 2009 (BST)
Perhaps instantly registering all new characters to an official forum? Although not everyone would use it by any means.--Yonnua Koponen Talk ! Contribs 14:24, 26 July 2009 (BST)

I've always wanted a Nerf-o-mobile. --Midianian 17:31, 24 July 2009 (BST)

I'd be satisfied with a small plot of land in a warm area, with a source of fresh water, a self-sufficient farm, a couple of dairy goats and some chickens, a place to grow fresh peppers, a dark cellar for mushrooms, an olive tree, a lemon tree, perhaps a walnut tree or some other kind of nut, and a chance to watch the sunset each day as I set off improvised homemade explosives and rockets, performed bizarre chemical and medical experiments that create and eerie and unnatural glow when viewed from a distant hillside, perhaps even signaling to alien spacecraft, and burned and buried the bodies of indigents and girl scouts unfortunate enough to cross my path... oh, for the simple life... just like Little House on the Prairie. : )--Necrofeelinya 02:26, 25 July 2009 (BST)

Part of the atmosphere of Urban Dead is the sense of isolation and inability to easily coordinate; alas, that genie is already out of the bottle, and no amount of pushing will get it back in. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:17, 25 July 2009 (BST)

True, but if that's the case, why not accommodate it in a way that makes it easy for all players to participate? If you've got a system with exploits that only some players use, and it gives them an advantage, why not just acknowledge the exploit and help everyone use it?--Necrofeelinya 02:29, 25 July 2009 (BST)

I like the sentiment and mechanics of this, but ultimately I don't think people will go for it. External boards allow all sorts of stuff the game would never do (like pictures) and don't tax the UD server. You do have a good point about the newb problem - we have advantages they don't - but that also applies for all the in-game skills, like faster walking, free running, hitting what you shoot at, etc. That's just how it is, and although I don't necessarily like everything about that, nobody stays a newb forever. Anybody who really cares about blow-by-blow contact and strategic warfare will seek out the channels everyone else uses to communicate. I'm not trying to discourage you - I just think you're facing some pretty tough hurdles. -George Zip ◆◆◆ 02:39, 25 July 2009 (BST)

I also like the sentiment, and I agree that in-game communication ought to be encouraged and made easier, especially for zombies. However it is a fallacy that newbs don't metagame. Noobs don't consider strategy and they won't regardless of how easy it is for them. That's what makes them noobs.--GANG Giles Sednik CAPD 07:00, 26 July 2009 (BST)
True. Eventually, though, most either level up or idle out. And the rest? Well, it's a free postapocalyptic world. -George Zip ◆◆◆ 03:56, 28 July 2009 (BST)

Wait, I don't see why "only some people" can use outside resources to augment playing the game. You mean to tell me if I meet some people in the game with whom I would like to organize that I can't get in touch with them out of game unless I'm a certain level in game or what?--Pesatyel 20:28, 26 July 2009 (BST)

Right, being lazy isn't a handicap that we need to design the game to accommodate; If someone doesn't want to make an effort they they shouldn't be surprised when they don't get a result. That said, newb ignorance probably constitutes a significant potion of non-metagaming UDers, especially for people who are new to this kind of thing. It seems like the answer would be to spread he word about IRC rooms in game, not to flood the server and/or reduce character playability. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:39, 26 July 2009 (BST)

Groan Improvements

Timestamp: Sorakairi 23:04, 23 July 2009 (BST)
Type: Improvement
Scope: Zombies
Description: My latest Groan Identification is now Groan Improvements. Firstly, you can identify Contact-Listed Groans as a Zombie. When you hear a Groan from the Groaner, you will get the message 'You hear (type of groan), which you recognise as (Groaning Zombie).' You can only identify one groan at a time, because of your decayed state, so if you hear another Contact-Listed Zombie groan, you will get a 'You heard several recognisable groans.' Secondly, you can now choose your type of groan. The Groans you can choose from are: Normal, Blood-Curdling, Mumbling, Sad and Happy. They still have a volume depending on how many survivors are there, (insert volume info here), just a different way of groaning, perhaps used a message sytem between Zombies attacking areas.

Discussion (Groan Improvements)

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It will be removed on: August 4 at 04:28 (BST)

The first bit would get you nice and shiny dupe votes, and the second bit is flavor that... probably wouldn't see a whole lot of use and cause more confusion than help. --Bob Boberton TF / DW 23:28, 23 July 2009 (BST)

Firstly, the first part is a dupe of a suggestion I'm pretty sure was open only a week ago... The second part isn't so bad but I think it undermines the purpose of groaning (to allow zombies to find easier food) with flavour that, in the end, will mean the same thing: zombie sees survivor(s) and is alerting others around. It doesn't really need to be anything more than that. --ϑϑℜ 09:58, 26 July 2009 (BST)

Thats because I made it... Sorakairi 04:18, 27 July 2009 (BST)
I see. That doesn't make it any less of a dupe, though, you are just resubmitting your suggestion with an addition which, personally, I wouldn't vote for by itself, or with the prefix added on. --ϑϑ 04:16, 28 July 2009 (BST)

New Strain Needle

Timestamp: Sorakairi 23:04, 23 July 2009 (BST)
Type: Item
Scope: Humans And Zombies
Description: Scientists, realising that the older zombies have entered a later state of decay, have formulated a new Revivication Syringe, known as a New Strain Syringe, to cure it. This new syringe can do what no other can: Revive a Brain-Rotted Zombie.Scientists, realising that the older zombies have entered a later state of decay, have formulated a new Revivication Syringe, known as a New Strain Syringe, to cure it. This new syringe can do what no other can: Revive a Brain-Rotted Zombie. Fortunately for the Rotters, these syringes are extremely difficult to make, requiring a powered Necrotech, and 30AP. Even then the New Strain is not entirely secured, as there is a 25% chance that you will fail at making the New Strain, resulting in a spent 30AP and a normal Syringe. The New Strain cannot be found. If you succeed at making a New Strain Syringe, you will get a message 'After much time and effort, you have created a New Vaccine for the Zombie Virus.' If you fail you recieve the message telling you 'All your time and effort has gone to waste, as you have only managed to recreate a normal Syringe.' Even though some of you will say 'You are an idiot. This totally nerfs Brain Rot,' it doesn't. At least not to me. After all, you will most likely go AP negative trying to create one of these, and the Zombies will target Necrotechs more because the lights on in there could mean people trying to create the New Syringe.

Discussion (New Strain Needle)

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"Even though some of you will say 'You are an idiot. This totally nerfs Brain Rot,' it doesn't. At least not to me."
Hint: It does. Not only that, but this is 100% abusable by zergs. --Bob Boberton TF / DW 23:13, 23 July 2009 (BST)

I'm not a raving fan of brain rot per se, but I can tell you that this definitely nerfs it. For just 10 extra AP, you're giving a syringe maker the power to revive a rotter from any location; multiply it times a billion and you'd have whole masses of scientists just sitting indoors, collecting rot needles, and then going on reviving sprees. Furthermore, if this doesn't nerf rot, then it has no point; since it certainly doesn't buff rot, it's either a nerf or useless. Sorry mate, them's the breaks. Also, >.< Edit Conflicts! Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:17, 23 July 2009 (BST)
"It can do what no other syringe can do: revive a brain rotted zombie" = Not a Brain Rot Nerf. Hmmm... It doesn't quite piece together to me. --RahrahCome join the #party!23:24, 23 July 2009 (BST)

Change this so the 'failed' syringes still appear to be the improved variant and I might be tempted to vote keep... but only if its use required a successful scan on the target rotter 1st. I would expect a chance for normal syringes to fail against rotters inside powered NT's as a quid pro quo type deal though. --Honestmistake 00:21, 24 July 2009 (BST)

But what do you really get out of it in the end? Either you're nerfing rot, which screws with other people's skills, or you're having no net effect, which is pointless. This fills no gaping gameplay hole, and has no constructive end result. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:27, 24 July 2009 (BST)
While I agree with Honestmistake, there is only one place I can see this coming into effect: getting rid a rotter clogging up a revive point (which I don't mind at all). Of course, it is only a temporary fix, because they can just commit suicide and get back in line. Other than that, the cost of making one of these really stops it from being a full on rot nerf, just through sheer amount of AP necessary to make and use one (120 AP on average to make one+ 10 AP to use=130 AP to revive rotter without chance to fail on-site) and if the changes that Honestmistake suggested are put into effect add the AP necessary to successfully scan the rotter (which is in my limited experience about 3AP). If anything, it will be underpowered to the point of uselessness. My suggestion would be to change it to 50% success rate and don't tell whether or not it is really the right syringe(60 AP to make+20 AP to use both the new one and the failed attempt+6 AP to scan the rotter(s)= 86 AP, with 25% chance to fail on-site). --Uberursa 01:03, 24 July 2009 (BST)
Just butting in to point out that it says 25% chance that you fail to make the improved syringe Not 25% chance that you succeed. --Honestmistake 09:11, 24 July 2009 (BST)
But at the end of the day, what's the point? Before we try to lower the number of reasons why we shouldn't do something, we should first find at least one why we should. Either a rot nerf or useless overcomplication, that still stands. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:06, 24 July 2009 (BST)
I can think of a few points if my additions were made part of it... the 25% chance that your improved syringe is actually just a normal one means you could well be wasting about 45AP for no good reason... thats actually a buff for rot should people make a habit of using these to clear revive lines. On the other hand this would give survivors an instant (if not certain) way to clear Rotters from any where they need to... the uses in taking back malls, forts etc is pretty obvious here which is why I also say it should be further balanced by a percentage chance for rotters to have developed enough resistance to normal syringes that even powered NT revives are not certain.--Honestmistake 09:19, 24 July 2009 (BST)

You are an idiot, this totally nerfs brain rot -- boxy talkteh rulz 15:45 24 July 2009 (BST)

I think a lot of people forget that it's easier to die than live. To live, somebody must revive you. To die, you simply have to jump out of a building. For that one specific reason, the dead will never be overcome by the living - the dead can always go right back to being dead. So, in my mind, this is not a nerf. That being said, however, I would propose that the New Strain Needle be very hard to make, and so I would only support it under your manufacture specs. Anyone who doesn't like it could, of course, just go die. -George Zip ◆◆◆ 02:47, 25 July 2009 (BST)

Look, I don't care how easy it may, or may not be to die if revived. The fact remains that the only reason that anyone buys brain rot is so that you can't be revived, unless you are in a very specific building (the powered necrotech building). This suggestion (and all others like it) removes the only reason all those brain rotted zombies bought the skill. Fuck that -- boxy talkteh rulz 09:32 26 July 2009 (BST)
In the end, then, you and I essentially agree about the effect but don't agree about the validity of the outcome. I think the rotters should have a reason to be afraid again - and you don't. Fair enough. -George Zip ◆◆◆ 04:00, 28 July 2009 (BST)

Okay... So you want it to have a 50% chance to make a Rotter reviving tool that you won't know you've got till you use, as well as a chance that Rotters aren't always revived in Powered Necrotechs? Sorakairi 04:29, 27 July 2009 (BST)

Thats the only way I can see that this could be made even vaguely fair. Survivors would be paying about 45 AP to get a % chance of reviving a rotter while whatever the fail chance was would still carry that pretty steep cost for no benefit. --Honestmistake 00:04, 29 July 2009 (BST)

Road Flares

Timestamp: Uberursa 21:46, 21 July 2009 (BST) Edit: --Uberursa 21:39, 22 July 2009 (BST)
Type: Item
Scope: All unpowered buildings
Description: Location: Auto Repair Shop (6% with lights;4% without lights; 1% in ruins) Fire Stations (5% with lights; 2.5% without lights; 1% in ruins), Mall Hardware Stores (6% with lights; 4% without lights; 1% in ruins),Police Departments (10% with lights; 5% without lights; 1% in ruins)

Can be used to make it appear as if a building is lit on the mini map. This does not include when a survivor uses binoculars (the magnified vision allows them to see that it is not actually lit). These are LED flare lights, and thus do not have flames or fumes as a traditional road flare would.

When standing outside the building the message There is a light flickering from inside the windows appears in the building description, when inside, the message There are road flares in the windows. If there is a generator in the building, the building's external description will ignore the flares as long as the generator is running. The internal description will indicate both the flares and the generator.

They can also be lit and dropped on streets and outside buildings with the message There are lit road flares here. The flares will not be visible on the mini map when placed on the street, as they are hidden by low-lying debris.

If someone lights a flare, the message XXX placed a flare behind the windows or XXX placed flares on the street appears (depending on the situation).

The flare lasts 48 hours once lit. They can be taken down and subsequently destroyed or disabled (removing batteries, smashing, etc.). NO OTHER EFFECTS. The interior of the building will remain the same as if it were not lit, except for the message that there are flares in the windows. A flare on the street can also be destroyed/disabled. Destroying flares provides 0 XP to survivors and 1 XP to zombies.

Discussion (Road Flares)

I'm not entirely clear on the search system in UD, and the wiki was little help due to the amounts of conflicting/out-of-date/generally confusing information (and the fact that I'm lazy), but I felt the above ones were fairly reasonable. Any help from someone with a clearer understanding of that system would be appreciated. I just feel that it needs to be said one more time, in bold lettering, to ensure no confusion exist about the fact that this will not improve search rates or hit rates in any way --Uberursa 21:48, 21 July 2009 (BST)

I'm not big on misrepresentation or decoys, especially when they can't be removed for a fixed period of time. --Bob Boberton TF / DW 22:12, 21 July 2009 (BST)

I could change it so that someone could destroy it with a weapon, or just throw it in the street next to them.--Uberursa 04:20, 22 July 2009 (BST)
Also, who would want to do this. The only time I can see lights coming in to play are when zombies are looking for targets, and no survivor (the only person who can use this) would want to make their building a target. The other situation is for suburb reports, which this would mess with. Messing with suburb reports for newbies is not good.--Yonnua Koponen Talk ! Contribs 22:17, 21 July 2009 (BST)
As far as who would want to, a lone survivor in a ruined suburb could use it to make a decoy, on the flip side, the moment the zombies in the area realized it was a decoy (due to the description) they would search the surrounding ruins for a survivor. The fixed period of time is relatively short (in Malton terms, assuming a player logs in once a day on average) so they couldn't have gotten too far, depending on how long the building was ruined and to what point it is 'caded. It could be changed so that binoculars could see them as flares, thus the status reporter helicopter could see that they were flares.--Uberursa 04:20, 22 July 2009 (BST)
I'd consider rethinking this item as a weapon. Road flares look nothing like either incandescent or fluorescent light, and nobody ever uses them inside (they put off chemical smoke). Also, they only last for 30 minutes to an hour. No, I'd suggest you consider their possibilities in a more active role - perhaps a dangerous weapon that only works for a brief period of time. -George Zip ◆◆◆ 01:11, 22 July 2009 (BST)
No one can see in or out of a building (for whatever reason), so saying that it could be mistaken for a light at a distance isn't too much of a stretch. I got nothing for fumes aside from "it is the zombie apocalypse, not real life" (bad excuse), or one could use their imagination (like with free running). As for a weapon, it could be essentially a melee flare gun. Any thoughts on that? --Uberursa 04:20, 22 July 2009 (BST)
You don't need to use your imagination with free running. It's a real thing.--Yonnua Koponen Talk ! Contribs 11:01, 22 July 2009 (BST)
Good luck.--Agunin_Anoven 04:25, 22 July 2009 (BST)

Don't make it a weapon... it will get shot down :) As for a light source, it might work if you drop its duration down to 24 hours and call it a chemical light. Those things can glow for hours and produce no smoke. They are pretty light and increasingly common. --Honestmistake 10:08, 22 July 2009 (BST)

You're probably right as far as a weapon goes, it would just be another flare gun. It could be changed into a LED light signal, those things are pretty bright and could last longer than a standard road flare. Not to mention it wouldn't present the whole "toxic fumes" problem that was brought up by CaptainVideo. If I did change it to 24 hours, there would be a good chance that no one would see it, and by the time this is finalized, they will be able to be removed. In fact I'll just do that right now. --Uberursa 21:31, 22 July 2009 (BST)
As per your changes, what does this even do? I see nothing, other than the pointless building decoy method you previously mentioned, which no smart survivor woudl do. All I see that this would do, in a very rare situation, is a PKer/ Death cultist putting one in a ruin that survivors are hiding in to alert zombies.--Yonnua Koponen Talk ! Contribs 11:10, 23 July 2009 (BST)
Actually I think a lot of survivors would use these in an attempt to decoy zombies so my main concern would be wasting zombie AP... on the whole though I think there use as "bread crumbs" to lead zombies to easy targets would balance it out. --Honestmistake 14:24, 23 July 2009 (BST)
The "bread crumb" use was part of the whole point of this. Yes, a death cultist could use them to alert zombies to a survivor presence, or they could be used as a signal that a building was taken and needs a genny, or could be used to draw zombies from a more important target. They could be used to make a zombie player think that no one was in the building at all and check the surrounding ruins for a survivor that is not there. This would especially play a role in a siege environment so that survivors could draw in zombies and slow them from reaching the core of a 'burb, but the zombies would be pounding at their doors, and they would have the no access to the advantages of a genny. The uses of the item are endless, however it is not imbalanced in one direction or the other, because it simply alerts those outside that there is a flare in the window, and zombie players could figure out that it is a decoy, turning their attention pointedly away from it and towards other targets. It lights up a building without the need for 30% encumbrance, but that comes at the price of having all the attention of a genny, without the light granted by it.--Uberursa 21:36, 23 July 2009 (BST)
No, it's uses aren't endless. It can be used as a decoy, that's it. Rather ineffectively too. If you want a cheap decoy, give a building a quick 2ap repair, and zombies will flock to it. As I'm presently repairing a ruined suburb with my main account, I can tell you that i would never use this.--Yonnua Koponen Talk ! Contribs 21:59, 23 July 2009 (BST)
Plenty of players never use the radio and consider it nothing but useless span. A lot of folk ignore flares and groans as pointless. Many, many players never bother with clothing (or indeed descriptions... the lazy fucks!) However just because a lot of players wouldn't find use in this (or any of those others) does not make them useless. I would use these, I would use em even more if they were colored but thats a different matter, and I suspect may others would use em too. Question really is; would you vote kill or even spam just because you wouldn't use em? --Honestmistake 23:05, 23 July 2009 (BST)
in all of the cases you gave, the Majority DO use them. This suggestion would be used by a minority, and only by one side. It would annoy both sides, and survivors currently have a perfectly acceptable technique for setting decoys in a ruined area. If the area was ruined, you wouldn't be able to find these to use them. --Yonnua Koponen Talk ! Contribs 22:06, 24 July 2009 (BST)
First of all, in a ruined suburb you can't find toolboxes, but you still use them, you can't find FAK's in a ruined suburb, but you still use them (I think you get the point). ANY item will only be used by survivors, that's is one of the advantages to being alive in UD, you can use items. It is simply attracting more attention to a building, because there is a shade of difference between ruined and repaired buildings. A lit building will stand out better, and will attract attention even in a suburb that is not necessarily ruined. Yes, there is a current way to set a decoy. This is a different way to set a decoy, and this decoy can stand out in more than just ruined suburbs. Also, try to not make claims based only on your personal opinion. I will not say that it will be used by a majority of people in UD, I have no basis for that, but I would ask that you do not start making sweeping generalizations over its use when the item is not even in the game and six people, including the author, have even posted a comment on it.--Uberursa 05:53, 26 July 2009 (BST)
A minority is less than half. So, unless survivors and zombies use it, it's used by a minority. And this would do NOTHING in a ruined suburb. At present, lit ruined buildings don't show up. So, in a ruined suburb, this would be useless. And honestly, what survivor would set a decoy in a non-ruined suburb?--Yonnua Koponen Talk ! Contribs 14:31, 26 July 2009 (BST)
Groups that do not use meta game maps. Survivor X says to survivors Y & Z that he is going south to start ruin repairs and will m,ark his targets with these. They can then follow when next they log on and will have a much greater chance of spotting where he is and thus keeping an eye (and FAK's) on him while he wakes up.
Likewise a scout marks his path with these so that his group can follow or a group use these to mark their territory or to show zeds that they have invaded theirs. There are lots of uses for this, all of them are pretty marginal but they are still uses. --Honestmistake 17:55, 26 July 2009 (BST)
Thanks for not listening to me about ruined buildings being unaffected by these. I really wanted to repeat myself. Also, thank so much for forgetting that some buildings around an unruined area will actually have generators already, completely destroying the other uses you just mentioned. Absolutely lovely work there, because I really enjoy pointing out the insane obviousness of this situation.--Yonnua Koponen Talk ! Contribs 22:32, 26 July 2009 (BST)
You are not pointing out the obvious, you are making stuff up. Why would ruined buildings not be effected by these? The suggestion makes no mention of them being invisible in ruins which leads me to believe they can be seen and hence have a use... You are grasping at straws to justify your opinion that they are useless when I have clearly stated several (admittedly marginal) uses for them. I can think of several others but you still just say they will not work without any clear reason why? --Honestmistake 00:11, 29 July 2009 (BST)
Because you can't see if a ruined building is lit from the street, you idiot.--Yonnua Koponen Talk ! Contribs 11:14, 29 July 2009 (BST)
"They can also be lit and dropped on streets and outside buildings with the message There are lit road flares here." Doesn't need to be inside the building to mark it, even if it doesn't show on the mini map they would still be useful for indicating target buildings by simply scattering them in the streets. Lit ruins may not show on the mini map (I am not sure on that but will take your word for it) but that does not mean that these could not as it seems to me that marking buildings as either territory or targets is the main idea behind this (they don't affect search or accuracy). As such they would be useful for a minority and mere flavour for everyone else and I really can't see how that would be a problem. --Honestmistake 16:17, 29 July 2009 (BST)
If this added that ruins showed up lit, then that would make this a double suggestion. And besides, that aspect is almost certainly a dupe. It's been brought up several times.--Yonnua Koponen Talk ! Contribs 19:08, 29 July 2009 (BST)
How about I just save you the first spot on the kill vote section?--Uberursa 00:44, 31 July 2009 (BST)
Don't bother. I won't be voting kill.--Yonnua Koponen Talk ! Contribs 11:46, 31 July 2009 (BST)
You want to keep it? Really? After all that?--Uberursa 18:42, 1 August 2009 (BST)
No. If you have the complete and utter folly to suggest this after the lengthly "Discussion", then I'm going to vote Spam. This suggestion is ridiculous.--Yonnua Koponen Talk ! Contribs 22:48, 1 August 2009 (BST)

Suggestions up for voting

Infected Blood

This suggestion is now up for voting. Its discussion has been moved to its talk page.