Developing Suggestions: Difference between revisions

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:Haha, everything ever has been suggested it seems.  What would we do without Iscariot finding all the dupes?
:Haha, everything ever has been suggested it seems.  What would we do without Iscariot finding all the dupes?
::Generally.  But the above dupe is nearly 4 years old to the day.  A lot has happened since then and there is no reason not to retry ideas.  Some people don't actually give a crap about suggestions.  They just like yelling "DUPE!".--[[User:Pesatyel|Pesatyel]] 04:11, 24 October 2009 (BST)
::Generally.  But the above dupe is nearly 4 years old to the day.  A lot has happened since then and there is no reason not to retry ideas.  Some people don't actually give a crap about suggestions.  They just like yelling "DUPE!".--[[User:Pesatyel|Pesatyel]] 04:11, 24 October 2009 (BST)
:::Sure, a lot has happened, but how much has happened to searching? That's the only thing that matters here. --[[User:Midianian|Midianian]] 11:38, 24 October 2009 (BST)
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Revision as of 10:38, 24 October 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.
  • If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
  • 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 your 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.


Please add new suggestions to the top of the list


Suggestions

Building Repair Change

Timestamp: Necrofeelinya 03:55, 24 October 2009 (BST)
Type: Game Mechanic Change
Scope: Survivors
Description: Just running this idea up the flagpole to see who salutes, fact is I've played a zombie for so long I don't remember all that well how ruin repairs work for harmans anyway, and this is kind of a spur of the moment idea, but here it is. I think suicide repairs are kind of silly. First, you take a building that may have been down for so long it's utterly decrepit and turn it into a functioning building in an instant. Your buddies 'cade you in, or maybe you use your zombie buddies to turn it to a VSB ruin from inside, and the guy who suicide repaired is stuck there for an indeterminate amount of time until he goes back to positive AP, possibly even idling out while he does so. He can't play, so he may as well not even log on until the day he's calculated his next positive AP balance will be. I'd like to propose an alternative.

I suggest that ruin repairs no longer occur in an instant. I think that players with the construction skill and toolboxes should be able to set their character to repair a ruined building, and the AP cost to repair should be gradually deducted from their AP at a rate of 1 point per half hour, the same rate at which they accumulate AP. The effects as I see it (and if anyone else sees another effect I'm sure you'll let me know) are as follows:

First, ruin repairs would take longer to bring a building up to a functional level where they can be 'caded. No more buildings instantly coming up and your buddies protecting you by 'cading for you. That's the negative for survivors.

Second, you would no longer be stuck in a building while suicide repairing it. If you have 50 AP, you can set yourself to repair a building and all along you'll have 50 AP, since the rate of AP consumption is the same as the rate of AP accrual. And what this means is that you can interrupt a suicide repair and run away if you're ambushed. You're no longer stuck. Say you start a repair with 23 AP saved. Your 23 AP remains intact the whole time you're repairing. You can use it to run away at any time if the heat in the neighborhood gets to be too much.

Third, this opens up a new possibility... multiple survivors working to repair a building more quickly. If more than one survivor wants to work on repairing a building, their efforts combine to speed its repair. Thus, if two survivors want to repair a building that costs 150 AP to fix, it'll cost them just 75 AP each. If a third survivor joins in, that'll bring it to 50 AP each.

Fourth, since repairing becomes an action that works over a period of time, you can no longer idle out while recovering from a suicide repair. If you idle out, you stop repairing the building. It's that simple, if you're not technically there, you can't repair.

Honestly, I'm not really sure what the effect on game balance would be, and I have no idea what the effect in Malton would be. It's hard to predict. But I think it just makes more sense this way. Old ruins instantly coming up and becoming functional has been kind of a silly concept all along, and the notion that you can't run away while repairing a building is kind of silly too. The notion that the cost of repair all has to fall on one survivor has been silly, and being able to idle out to avoid the full cost of suicide repairs is as well. This would address all of that. Opinions?

Discussion (Building Repair Change)

Well, first of all AP =/= time. It is related, but they are not equal. Everything else in game occurs instantly, including syringe manufacturing and surgery (two things that would, comparatively, take longer to do). This idea IS different, but that will be the primary argument I think people will use. What might be better is to allow a player to allocate X amount of AP to a repair job as they see fit.--Pesatyel 04:06, 24 October 2009 (BST)

Yeah, you can run away if ambushed - because the probability of logging on in the middle of an attack and still being alive is so high. Granted, you're probably not going to be noticed in a ruin, but still - high level zed wanders in with 30+ AP, you die. Oh, and you could just zerg buildings to "repair them faster" or leave expendable sleeper characters in buildings repairing them over time. UD does not play the game for you. --Bob Boberton TF / DW Littlemudkipsig.gif 05:38, 24 October 2009 (BST)

I think your missing part of the point. If you attempted to repair a 150 AP ruin, for example, your charcter is out of action for 3 days. If your APed out in a building and get attacked before you play again, there is the chance the attacker won't kill you and, when you log back in with some AP, you can respond (attack back, heal, run). But if your APed out for multiple days, if your attacker can't get you on day 1, there is always day 2 and 3 (using the above example). As for the other part, there IS an "auto-effect" feature in the game already. Granted the suggestion isn't quite the same as the in-game feature, nor do I like the suggestion as it is, but just stating a fact.--Pesatyel 06:32, 24 October 2009 (BST)

My main issue with this idea is the automatic aspect of it. Auto-attacking and auto-defending aren't kosher (and for good reasons), and I don't see why auto-repairing should be either. I do agree with the idea that it's a bit silly for a single person to be able to undo a half year's worth of ruination in one action though. Perhaps a better way to handle it would be to only let survivors spend AP that they actually have? So, if a building needs 75AP to be repaired, and someone wanders in with 25AP, they could repair it back to 50AP by themselves. It's somewhere in the middle between your suggestion and what we have now. Aichon 05:48, 24 October 2009 (BST)

I kind of like that idea. Or even tweak it to say that you cannot complete any action that would take you to less than -10 AP, and apply it across the board to all actions. So using Aichon's survivor, they could repair 35AP on the building. A survivor with only 1 AP could not complete a syringe manufacture (or might not be able to do so at all). I don't like the auto-repair as the initial suggestion goes, but I'm all for the partial-repair. --Maverick Talk - OBR Praise Knowledge! 404 07:52, 24 October 2009 (BST)
I was actually thinking of suggesting that we disallow any negative AP at all, but I figured that might be a bit of a bigger issue, and I didn't want to distract people from the suggestion as it is now by bringing up even more points (such as ?rise, suicide revives, etc.). Aichon 08:39, 24 October 2009 (BST)

Focused Search

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 11:40, 23 October 2009 (BST)
Type: Skill (Civilian)
Scope: Survivors
Description: This civilian ability allows survivors to search for a specific item.

Next to the Search button, there will be a drop-down menu. In that menu, there will be a listing of every item in the game, as well as a default setting of "Anything".

When it is set to a specific item, searches will automatically discard any found item that is not the specified item, stating You search for [wanted item], but find [received item] instead. Searching for a specific item ignores the 'auto-discard' settings in the player's profile.

Search rates are NOT affected. This means that, no matter how often you look for one, you'll never find a shotgun in a school. You will also not be informed if the item cannot be found in the current area. You also cannot search for guns with specific ammo counts.

Discussion (Focused Search)

So, this is essentially the equivalent of unchecking all but one option in your Settings, except that it would be faster to do? Or is there more to it than that? Aichon 11:48, 23 October 2009 (BST)

Yeah, that's pretty much it. --Blake Firedancer T E RNL? P.I.S.I.T. 22:52, 23 October 2009 (BST)

no. :| -- SA 12:17, 23 October 2009 (BST)

It's like no-one even checks the archives for better versions any more. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 12:43, 23 October 2009 (BST)

I could find some others I reckon. But yep, its a dupe. --RosslessnessWant a Location Image? 14:08, 23 October 2009 (BST)

Not sure, but I think I suggested a version of this. It was crap though. Cookies and Cream 01:06, 24 October 2009 (BST)

Haha, everything ever has been suggested it seems. What would we do without Iscariot finding all the dupes?
Generally. But the above dupe is nearly 4 years old to the day. A lot has happened since then and there is no reason not to retry ideas. Some people don't actually give a crap about suggestions. They just like yelling "DUPE!".--Pesatyel 04:11, 24 October 2009 (BST)
Sure, a lot has happened, but how much has happened to searching? That's the only thing that matters here. --Midianian 11:38, 24 October 2009 (BST)

Who killed me?

Timestamp: --Haliman - Talk 00:23, 21 October 2009 (BST)
Type: Interface Change (I think?)
Scope: All players
Description:

Simple. I think the capitalized letter "i" should be viewed as this instead of a lowercase "L". Why? To stop confusion.

EX: RossIessness "rossiessness" attacks and kills another group's member. That member takes a screenshot, and reports it to his group. Now "Rosslessness" and "Rossiessness" are both going to be blacklisted/searched by the group. The current "i" now is a major troll tool.

Discussion Who killed me?

[Haliman] profile A....[Haliman ]Profile B...still very exploitable in my opinion. -- 

Emot-argh.gif 00:56, 21 October 2009 (BST)

So, you want a serif font to be used, but only for capital letter Is in character names? Seems somewhat convoluted to me. Besides, it seems kinda odd to make a change like this in order to support meta-gaming, since that's the only time that it matters. Most of the PK list sites require links to the profile anyway, so you have the character ID, which is already unique. Aichon 01:03, 21 October 2009 (BST)

it seems kinda odd to make a change like this in order to support meta-gaming, since that's the only time that it matters. - That's pretty much all that keeps ALOT of the players here playing UD. --Haliman - Talk 01:13, 21 October 2009 (BST)
I don't disagree with that, but, aside from making data available, which is already being done, stuff like this seems to fall outside the scope of the game. Besides, a more consistent way to do it would be to display the character ID of the person that killed you in parenthesis next to their name, but since we already have a link to their profile, such things should be unnecessary. Aichon 01:26, 21 October 2009 (BST)
That would take up a lot of space on the game screen.--Haliman - Talk 01:37, 21 October 2009 (BST)
We're arguing details of an unrelated issue, but 9 characters (e.g. "(1598119)"), at most, is not a lot of space. Besides, as I said, such things aren't necessary anyway. Aichon 03:07, 21 October 2009 (BST)

Totally unneeded. If I want to confuse the subject or frame you I will. Read the section on Industrial Light and Magical Fraud. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 01:18, 21 October 2009 (BST)

Already saw. But all the names to frame me are taken *cough, KRAUSER cough cough*--Haliman - Talk 01:31, 21 October 2009 (BST)
I don't even need control of the account I'm using to frame you with. I could make an iwit of Bub killing Petro with a katana if I so chose. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 01:37, 21 October 2009 (BST)
After reading that...he scares me. I found it rather amusing though, and a good read. -- Emot-argh.gif 17:05, 21 October 2009 (BST)
I've always been annoyed with fonts that don't distinguish between I and l, Illustrated by the Ill coceived font on this page. However I agree with others here that it isn't a gameplay problem. STIll, I'd support you just because I, GIles the lIl, fucking hate fonts that use the same characters for different letters.--GANG Giles Sednik CAPD 02:27, 24 October 2009 (BST)
i c wut u did thur... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:55, 24 October 2009 (BST)

Melee Wep Maintanance/Decay

Timestamp: Ouchness! 20:48, 17 October 2009 (BST)
Type: Weapon Decay
Scope: Melee Weapons (or even ranged)
Description:

I think it's safe to say that all(?) melee weapons in UD are infinite use, except for cues and beer bottles, and beer shouldn't be wasted on hitting things anyways.. I understand that this is evened out by their low rate of damage in comparison to firearms, but still...


After playing UD for a while and using melee weapons only, I decided to do a little test in real life, just for the sake of science:

Using a Ski Pole, I repeatedly thwacked by little brothers on the heads as my character would have done to zombies in the UD world, and sure enough, after 15 or so thwacks, the ski pole slowly deformed, and soon broke. The baseball bat didn't fair so well either, lasting only 30, and the fire ax rounded in at 48.

This suggestion is actually asking two things

1) Aside from the fire ax, knife, and crowbar (all of which can easily be found, the pipe shouldn't count as a weapon, cuz it doesn't do 5h1t), do any of the other melee weapons have any use at all?

2) Wouldn't having melee item decay put a little more fun into the game?


I mean, seriously, who hasn't seen a zombie movie where the main character charges at the zombie with a BaseballBat/wrench/ax/elephant after they've run out of ammo, only to have the melee weapon break/fail/lost? It puts suspense into the whole situation.

I'm suggesting that, at random (like 1-3% with each attack made), the melee item, like spray cans, will "run out". If you hit a zombie/human and it's your unlucky day, you'll recieve something like this:

As you swing your *weapon* and make contact, you hear a loud cracking sound, and realize your *weapon* has broken in half.


If you have a gun/other melee weapon, you'll use that. If not, then it's time to crack your knuckles and play Rocky.

As alot of people have mentioned, this game is becoming human biased. On a regular day without firearms I can just walk outside with my trusty fire ax and chop some morning wood of zombies...about one or two A DAY. People with firearms can't even do that on an every day basis, thanks to time wasted at PDs looking for bullets before they can go give zombies some Lead-in-Head.


So basically, every time you use an "infinte use" melee weapon and hit, the chances your weapon will break next time you hit is increased by 1-5% (we'll work on numbers later).

However, there's a way to negate this.

If you have a toolbox (I'm hesistant to put the requirement of Construction in this one), you can click on the Toolbox, and for 3AP, it'll repair all melee weapons you have, taking their chances of breaking back down the the starting 1%.


Alright, let the flaming begin....

Discussion (Melee Wep Maintanance/Decay)

Inconsistent logic. Why do zombies claws and teeth not break? --RosslessnessWant a Location Image? 20:53, 17 October 2009 (BST)

And this already happens to the Pool Cue --RosslessnessWant a Location Image? 20:54, 17 October 2009 (BST)

And the pipe can be used for barricading.--Pesatyel 21:01, 17 October 2009 (BST)

Proof of testing please. Complete documentation of this beating of other people with implements please. Also this is a dupe older than On Strike. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:57, 17 October 2009 (BST)

Well, it was hard to get documented proof, since this experiment was done on the fly. But i do have a picture.

File:Http://www.crestock.com/uploads/blog/halloween/blood.jpg


Although there wasn't enough of my brother left to fully write up a report. - --User:Ouchness!/Sig

Whilst the beatings were being meted, did you scream "For Science!" ? --RosslessnessWant a Location Image? 20:59, 17 October 2009 (BST)

So, basically, what your suggesting is making the crappy melee weapons nobody uses even MORE unused?--Pesatyel 21:01, 17 October 2009 (BST)

So... Shintolin? Nothing to be done! 21:27, 17 October 2009 (BST)

The question here is: Why? By the way, anyone who claims survivors are overpowered has obviously never spend a month trying to clean up a red zone. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:03, 17 October 2009 (BST)

I've been through every suburb in Malton, all colours, with a level five character. They're overpowered. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:35, 17 October 2009 (BST)
Walking through the city is completely different to beign resident in a suburb Iscariot. If you honestly think that survivors are overpowered, you're a pretty rookie player really.--Yonnua Koponen Talk ! Contribs 22:39, 17 October 2009 (BST)
Walking? Try repairing buildings in every type of suburb. Survivors are overpowered. Though since I disagree with you I must be a rookie, it's not like I've done 'some things' in this game.... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:43, 17 October 2009 (BST)
Moving from suburb to suburb always makes the game easier. If a giant horde moves from suburb to suburb, they destroy every mall they come across. If an equally large horde is resident, they are eventually overcome by the survivors there. Movign aroudn makes the game a hundred times easier for anyone. If you can't see the difference between stayign still and movie, YES, you are a rookie.--Yonnua Koponen Talk ! Contribs 22:45, 17 October 2009 (BST)
Lone Survivor > Feral..... Hordes >>> Organized Survivors. Zombies are overpowered just like survivors, only a different way. Face it, big hordes like the MOB and the RRF are virtually unstoppable, no matter how survivor groups organize themselves. Which is a shame, since I miss the days they were actual sieges...--Umbrella-White.pngThadeous OakleyUmbrella-White.png 22:50, 17 October 2009 (BST)
Hence, survivors are not overpowered, they are equally powerful in different ways.--Yonnua Koponen Talk ! Contribs 22:53, 17 October 2009 (BST)
They are overpowered. Go join 404 and learn how to be effective survivors. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:16, 17 October 2009 (BST)
Don't. Deny. The power of the big hordes. I'd like some screen's and stories where 404 successfully defended a mall, or virtually any building from the RRF/MOB. Or just give me a example the last time survivor actually won a siege. Well? And don't dare to blaim survivor inefficiency, cause you that just a farce. Sure there are the brainless trenchies, but there is no tactic out there that will win you a siege against said hordes, and you know it. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 23:26, 17 October 2009 (BST)
Have you read No More Heroes? Or are you still on the Zerg Liste for cheating? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:35, 17 October 2009 (BST)
Going completely off-topic to avoid actually adding something to a discussion. Classic. Want a cookie? --Umbrella-White.pngThadeous OakleyUmbrella-White.png 23:39, 17 October 2009 (BST)
Actually it's completely on topic that you feel the need to cheat, it brings the tactics you are using into question. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:40, 17 October 2009 (BST)
Actually not, since this has nothing to with how you think I play the game, since I was talking how the game was played in general. Your dwindling away from the subject by making personal attacks like that. Big hordes, they cannot be stopped, that's what I said. Are you going to contribute some arguments Izzy, or would you rather continue to throw some more mud towards me? --Umbrella-White.pngThadeous OakleyUmbrella-White.png 23:47, 17 October 2009 (BST)
Why, oh why do idiots shorten my username? It has plenty to do with the question, cheats often don't have valid views on tactics given their tactics were flawed in such a way that they felt the need to cheat in the first place. Are you still on the Liste? Or do I have to check myself? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:55, 17 October 2009 (BST)
Yeah I'm done talking with you, you've just proven to be completely incapable of a having a normal discussion. Should have known. For the record, Statement is : Big organized hordes are practically unstoppable in sieges, and no survivor tactics will stand against them. My personal play-style (misperceived by you) has nothing to do with this at all. You're making attacks against the person instead of his arguments. Goodbye Iscariot. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 00:08, 18 October 2009 (BST)
Survivors are overpowered in the most optimal of situations, such as just happening to be online when an active horde tries to break in. I have an arghazzm every time this happens, because I love to abuse them with my FAKing. It is rather rare, and zombies do have that remarkable ability to not go away ever, but hrm. --  AHLGTG THE END IS NIGH! 00:16, 18 October 2009 (BST)
I tend to agree. There's an odd paradox in place where one survivor is overpowered when faced with a zombie, but a group of survivors facing a group of zombies is not. Essentially, the "strength" of a group of zombies scales faster relative to the size of the group than the strength of survivors. Aichon 00:59, 18 October 2009 (BST)
Part of of that is the fact that the group of zombies has ONE goal, generally. To kill the group of survivors (side goals include ruin and destroying equipment, both of which are aids to the main goal anyway). Survivors have outs. They don't HAVE to stick around. They can free run away when the going gets tough. Zombies don't usually leave as that is where the XP is. Survivors have other means. Anedotal evidence is this. My friend just made level 6 almost exclusively by healing. I think when she first started, she attacked a couple of characters until she got revived. She's been leveling by healing ever since. THAT isn't overpowered (and I'm directing that comment to the general discussion not specifically you)?--Pesatyel 03:09, 18 October 2009 (BST)
I've been levelling my monroeville zombie up without any impediment for the past month, just by attacking another zombie. That zombie is now maxxed, from just a couple of weeks more than me. Zombies have perfectly adequate ways of gaining experience. And if a survivor does just leave a seige, they do so severly hindered. There is no overpowered side.--Yonnua Koponen Talk ! Contribs 10:21, 18 October 2009 (BST)
"Severly hindered"? What does that mean? How many live combats and how many times has your Monroeville character been attacked? Also you missed what I was I was saying. I didn't say zombies can't level. I said the survivors can level faster and easier by means other than how zombies have to do it. When I told my friend about healing, she found 6 to 8 FAK in her FIRST search. With hits like that, you'd be gaining a new skill roughly every 3 days and never even seeing a zombie.--Pesatyel 21:24, 18 October 2009 (BST)
My zombie's getting a level a day, and I won a live fight with a survivor when I was at level 3. Severely hindered means that the more buildings go out in a surburb, the more likely the survivor is to be screwed. Mall goes down, then they have to make runs between hospitals, necrotechs and PDs. If any of those go down, survivors are pretty much screwed, and the suburb is lost.--Yonnua Koponen Talk ! Contribs 21:29, 18 October 2009 (BST)
Does it really matter, I say to all involved? The purpose of this section is to discuss whether making all weapons break randomly at a given % rate is a good idea. I think most of us can agree that it is not. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:51, 18 October 2009 (BST)
Oh yeah, it's a dupe of ZL.--Yonnua Koponen Talk ! Contribs 07:14, 19 October 2009 (BST)
Seriously Isc; it's rediculously easy to just run across Malton fixing up buildings. Try actually staying in one place and trying to revive an entire infrastructure from the dead while holding off constant hordes of unvanquishable zombies. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:13, 17 October 2009 (BST)
Thank fuck you're here to suggest that, it's like I never thought of doing that in the years I've played this game. Oh, wait.... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:16, 17 October 2009 (BST)
Thinking=/=doing. lern2internets. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:32, 17 October 2009 (BST)

This isn't Diablo 2, and you sure ain't Charsi. --Mold 22:57, 17 October 2009 (BST)

No. While there are some weapons that are naturally breakable on use, semi-properly maintained items will not break so long as their basic structure does not support it. Pipes, Fire Axes (remember, fire dept. fire axes are not wooden handled) combat knives, and the like all will not snap or break unless horribly abused in ways unavailable in game. Any survivor, insane or no, will maintain their weapons appropriately between uses. This idea is fail.-KainYusanagi 23:50, 18 October 2009 (BST)

Your post was fail, but I fixed it for you. In the future, two enter keys = new line unless you're indenting your reply with a colon. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:46, 19 October 2009 (BST)
Thanks, I'm a bit of a wiki-edit novice. :P -KainYusanagi 18:49, 19 October 2009 (BST)

SMALL XP PENALTY FOR DYING

Timestamp: Hauki71 18:44, 17 October 2009 (BST)
Type: GAMEPLAY TWEAK
Scope: EVERY PLAYER
Description: Dying is a normal part of Malton "life." :D It's no biggie, however. You can always get revived, or if zombie, just stand up. How about upping the ante a bit by including a small xp penalty for every time you're killed, for both survivors and zombies. It should not be a character-ruining penalty, just maybe 25 XP or so.

As for levelling and skills, I'm thinking you couldn't fall below 0 XP at any time. Also, you could not lose any skills already bought. Granted, if you're level 43 and already have every skill, this feature is pretty much meaningless. But if you're a starting or mid-level player, it might create a more tense gaming experience.

The point of the change would be to increase players' involvement in the game by making each death, well, sting a little bit more. It might create a more claustrofobic and paranoid (thus fun!) atmosphere, if you really needed to make sure your character is being as careful as possible, take all precautions needed etc. The risk of death would be more 'scary'...

Discussion (SMALL XP PENALTY FOR DYING)

There was already an XP loss early in the game, it was removed because it sucked (really, really hard), especially for new zombie players. They lost 10 XP only on headshots, I think, and that was too much. This is way too powerful. --Bob Boberton TF / DW Littlemudkipsig.gif 18:59, 17 October 2009 (BST)

It used to take your XP to 0, I think. --DANCEDANCEREVOLUTION-- 01:11, 21 October 2009 (BST)

No--Orange Talk 19:08, 17 October 2009 (BST)

Pisses people off even more if PKed. Cripples only the already weak, as those already maxed out on skills would not care if they lost 10 XP out of their 9,001 XP. Unneccesary, really has no justification. - Foxtrot 19:31, 17 October 2009 (BST)

This only punishes the players who need no punishing. For shame. Nothing to be done! 19:39, 17 October 2009 (BST)

Terrible idea. Newer players need their lives made easier, NOT harder. --Papa Johnny 19:40, 17 October 2009 (BST)

No! Just fucking no. A newbie zombie needs a fully competent horde and strike team to even dream of 25XP per death. It might be fine for you hiding behind your barricades, but for other players who actually contribute to the game it's a fucking horrendous penalty for no reason. Way back we had the old headshot that did something similar, it nearly killed the fucking game. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 19:54, 17 October 2009 (BST)

Think how often the average survivor is killed. Then think how often the average zombie is killed. As one dies more often than the other this is an indirect penalty to playing as one side. You've played both sides right? Which one was harder to level with? --RosslessnessWant a Location Image? 19:58, 17 October 2009 (BST)

A red linked name, suggesting something? I'm certain he's played both sides extensively.... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:11, 17 October 2009 (BST)

I just recently introduced 2 friends to Urban Dead. One just goes around healing (but then that's what she tends to do in most games as it is) and the other doesn't play much because low level characters aren't easy to level (and there should be "more than just healing people to get XP at low levels"). The second player goes out and attacks zombies and hasn't even earned enough to buy his first skill. I'm pretty certain both people would stop playing if they got penalized every time they died. Your ONLY choice for this would be to throw this into the categeory of "optional hardcore" so that players could do it if they wanted, not forced on everyone.--Pesatyel 21:07, 17 October 2009 (BST)

Your second player's an idiot then, I regularly do 18 levels in a month with test attacking characters. If you're helping them it should be more. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:09, 17 October 2009 (BST)
He's not a hardcore player. He perfers to play a certain way. And, currently, I'm not helping him because we can't play at the same time. That's one of the things that bugs me most about the wiki. People telling others how to play. No, I'm not saying you are, just that it kinda sounds like it. Level 1 characters suck and he just thinks there should be "more to it". I just don't know what that "more" is since you have to start somewhere, usually at the bottom. He might do better playing a zombie, but I can't say.--Pesatyel 03:12, 18 October 2009 (BST)

OK, good points. I think the earlier headshot xp penalty didn't work, because it affected only the other side. As for which side gets killed more, zombies I'd guess... So this might be a bit unbalanced. On the other hand, I play both sides and have so far found levelling easier with a zed, well, at least if you're with a horde. As for this tweak, perhaps levels 1-5 could be exempt or something.

Well, it was only a thought. I just think the game might possibly use some elements that would make it more 'harsh', more intense, more unforgiving. But only on a small scale. ;) --Hauki71 22:26, 17 October 2009 (BST)

Want to make the game more harsh, keep it small and simple, don't buy free running or ankle grab with any of your alts. A level five survivor can do a massive amount of pro-survivor work, so your level cap won't work either. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:40, 17 October 2009 (BST)

Pipe Bomb

Timestamp: VanDammit 04:46, 17 October 2009 (BST)
Type: New Weapon
Scope: Survivors
Description: Due to my frustration of finding Lengths of Pipes and then realizing they have no use beyond providing cheap barricades and encumbering me, I have put on my thinking cap and done some thinking.

What if, length of pipe + skill (new skill! Engineering! or something) + maybe some other item (something that'll blow up...gasoline?) = Pipe Bomb!

Basically, you take it, and chuck it at a zombie.

Of course, this would be item combination. So if there are lots of item-combo haterz, then we'll just make this pipe bomb an item you can find. Okay, so now...what does it do?

It's a 55% base hit rate, but only does 1-3 damage (random, and low). HOWEVER If there's a hugeass horde of zeds, every single one takes damage from it due to shrapnel shred., unless you guys think that's a Multiply by a Billion scenario. In that case, we can just cap off the number of zombies that can be hurt to like....8 or 10 random unlucky zeds.

Encumberance: 10% You use it by standing in the same block as the target, and attacking the target with "Pipebomb". The target will definetly sustain damage if the 55% hit, and surrounding targets will be chosen at random.

Get a message:

You light the fuse from a safe distance, chuck the pipebomb, and dash for cover. A few seconds later, the explosion sends shockwaves and bodyparts through the air, and the sound echoes into the surrounding area. You chuckle at the carnage you have caused. Haha!

But NOTE THIS:

The 55% percent hit rate is given that you succeed in throwing the pipebomb in the first place. You have a 15% chance of screwing up, in which case...

You light the fuse from a safe distance and prepare to chuck the pipebomb when, suddenly, you realized the fuse is alot shorter than you thought it was. In panic, you accidentally drop the bomb, and fly into the air alongside chunks of the surrounding asphalt as the bomb detonates. Haha!

This is a one time use item (no sh!t), and it'll be a semi-rare item (to prevent the Multiply by a Billion scenario, where survivors rain down bombs on zeds) Ummm...what else?...


Ohyeah! And to even odds out, if a pipe bomb detonates, zombies/survivors in surrounding blocks (i dunno, like 3x3?) can hear it, so i guess it'll attract zombies. xD

You can also set off pipebombs next to barricades (if you attack the barricade with Pipebomb), which will instantly take it down 2 levels (a form of demolition),

You light the fuse and swiftly lodge the bomb into a crack between the boards of the barricade. You manage to jump behind cover just in time as the blast tears through a layer of the barricade.

Although there will be a 45% chance that:

"As you light the fuse and prepare to lodge the bomb between the cracks of the barricade, you trip, drop the bomb, and fly into the air alongside pieces of the barricade as the bomb detonates in your face. Haha!.

In that case, you sustain major boo boos, and the cade will be damaged 0-1 levels (cuz the bomb wasn't lodged in). No surrounding bystanders are hurt if you attack barricade, whether you succeed or get laughed at.


I don't know about this last part, but anyways: it can be used indoors xD (to clear out zombies). Although that'd give an unfair advantage to medics, who can just blow all the survivors up and get major healing XP....so scratch that. That's it!

....Haha!

Discussion (Pipe Bomb)

No idea who you are, but I gotta say, this suggestion gave me a really good chuckle. Or, at least a snort. Well, it would have, if I wasn't on the tail end of a cold. Long story short, horrible suggestion, but I enjoyed the (what I believe to be and am hoping is in fact) good humor present in it. Thanks for that much. Aichon 05:57, 17 October 2009 (BST)

Your argument is that your sick of finding useless pipes? First of all pipes can be used for a quick barricade. Secondly, if you go into your settings and switch it off, you won't FIND any pipes.--Pesatyel 06:04, 17 October 2009 (BST)

This is a dupe. I can't be arsed to look for the others, but pipebombs/Molotovs have been suggested almost as much as an SMG. In addition to the multiply by a billion rule, there's also the problem of why AoE doesn't work in this game at all. AoE worked in Nexus War because most of the game was clearing out buildings as fast as possible. The problem with UD is that the only people who'd try to clear out a building as fast as possible are, for the most part, PKers. Unless you're trying to reclaim a ruined building, this will have next to no effect on zombies. The only real other tactical use would be to weaken zombies outside during a siege so you can take them down easier once they get inside, but at that point, 1-3 damage is completely useless anyway. RinKou 19:50, 17 October 2009 (BST)

RinKou seems to have put forward a simplified version of my standard argument against AoE. Understand that you might think it's cool for bombs and explosive weapons, but you are an idiot and you're just going to be hurting yourself when people like me with my death cultist come along and start piñata-ing malls in a single strike with a few friends. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 19:56, 17 October 2009 (BST)

  1. You spelled shit wrong.
  2. This idea has been done to death.

Can we get pipe bombs/AoE weapons included in the D&DN or Freq Suggested? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:53, 18 October 2009 (BST)

They already are.--Orange Talk 23:18, 18 October 2009 (BST)
Thanks gaffy, and to SC: try reading the basic rules and guidelines before you suggest something. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:49, 18 October 2009 (BST)
Remember though that "freq suggested" is not the same as "insta-spam, do not even think of suggesting!!!!" It is there to warn potential suggestors that such ideas need to be very carefully thought out as they will hit strong opposition and harsh questioning!. Kevan himself has stated that he is not opposed to well reasoned (and balanced) suggestions of all these types. --Honestmistake 23:02, 20 October 2009 (BST)
Insta-Spam is rarely the problem. It's the "Insta-Dupe".--Pesatyel 03:41, 21 October 2009 (BST)

Zombie Climb-over

Timestamp: Leoofvgcats 00:42, 16 October 2009 (BST)
Type: Barricade Negation
Scope: ...If you mean who it affects...zombies i guess?
Description: Alright, before you all blast away at the fact that this is a "cade negation" suggestion, please just read this. We all know right now, the only ways for a zombie force to succeed in a siege is

1)smash down the cades

2)have spies on the inside (mostly PK) to kill resistance.

But mostly it's just "smash down the cades". And as long as the humans have 24/7 recading, this siege could take forever, and will take away the incentive from humans to move from building to building (except for ammo).

What if, for 100XP (or more), a zombie could learn the skill "Climb". Now I'm sure everysingle one of you is imagining the horrors of cades being useless as the zeds scale the walls in seconds. I assure you, this is not the case. Even with "Climb", zombies have to spend 5AP to climb into the windows of a building or over the barricades (more AP for each level of barricade. The numbers can be changed if it's too small/big). This skill will only work for multi-block buildings (Malls, Stadiums, Mansions, maybe Forts etc), as these are the most sieged places. If single block buildings fell to this skill, the skill of Barricading will have almost little to no effect. And besides, bigger buildings have more entrances/windows, and survivors can't keep up with all of them... xD

And even then, the zombies only have a 10-30% chance of making it up there. If they fail, they fall down, and who knows maybe even sustain 10-20Hp damage. This way, it'll discourage zombies hordes from using this as a base tactic, rather than sideshow trick.

So that way, things are more interesting in sieges (as you know, survivors are outnumbering zeds in UD, and that just takes the fun away from a zombie SURVIVAL), AND it's somewhat balanced. Remember, numbers and details can be changed based on public opinion, it's the main idea that I'm offering.

Discussion (Zombie Climb-over)

You haven't been in many sieges. As the volume of players involved increases, zombies get the upper hand. They tear down cades faster, get inside, make it harder to cade, and eventually kill off a corner to ruin it, at which point the siege is almost certainly over. --Bob Boberton TF / DW Littlemudkipsig.gif 01:54, 16 October 2009 (BST)

Dupe! :D--Orange Talk 02:12, 16 October 2009 (BST)

This one really doesn't work either way. Either you balance it so that zombies don't get in often, meaning that they spend 35AP for a poor chance of climbing an EHB barricade (i.e. not fun since you're punished, plus it's basically worthless), or you balance it to be fun for zombies, in which case you'd only need a small group of zombies to overtake even the most stalwart of siege defenses and establish a beachhead. If anything, I think that sieges need to be rebalanced in favor of the survivors, since zombie interference is overpowered has no defense against even a small group of attackers that coordinate. Aichon 05:19, 16 October 2009 (BST)

As above. --Maverick Talk - OBR Praise Knowledge! 404 06:29, 16 October 2009 (BST)

You can do multi-AP actions with less AP than required and end up in the negatives, you know. What's to stop a horde from doing other things all day, then all making the attempt with their last AP and those that get in draining AP as bullet sponges? Multiply it by a billion, how many zombies get in? I'm all for stomping breathers flat but this is just a broken way to do it. --Mold 05:57, 16 October 2009 (BST)

Way too complex for little-to-no actual addition. Nothing to be done! 14:45, 16 October 2009 (BST)

Yeah, I have to admit, same as above. Altho I think it does have some potential...if used for survivors. I mean, sometimes you get these giant trenchy "Fortresses o' Doomzors" and every single building for the next twenty blocks is EHB, and the nearest FreeRunning entrance point is forever away. I'm just thinking; What if survivor's have a "Climb" skill, and the same as Leo suggested (takes 5AP to do, has like 50-75% chance of succeeding, and damage if they fail. Meh, whatever.


^^ I don't know who wrote that, but it wasn't me. It's faulty logic on the part of the suggester that 'spies' are required. Ask MOB. Ask Big Bash 2. What are spies by the way? Are they what survivors call death cultists to try and paint them as unfair? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:08, 17 October 2009 (BST)


Music store

Timestamp: Dr yep 20:28, 15 October 2009 (BST)
Type: Resource
Scope: Search
Description: In honor of the character Tallahassee, from Zombieland, add music stores to the malls and allow players to find banjos that can be played/used as weapons. Other instruments too--who couldn't use a little live music in times like these? Busking is discouraged.

Discussion (Music store)

Dupe.--Yonnua Koponen Talk ! Contribs 20:40, 15 October 2009 (BST)

I do believe "Music, Music, Music!", or a suggestion with a similar name, went to Peer Reviewed. It talked about instruments also, but in much more detail.--RahrahCome join the #party!20:58, 15 October 2009 (BST)

Which I still maintain is a dupe of Suggestion:20071027 Instruments --RosslessnessWant a Location Image? 22:14, 15 October 2009 (BST)
I didn't think the "Music, Music, Music!" one let you play them?--Yonnua Koponen Talk ! Contribs 09:21, 16 October 2009 (BST)
Just checked, you could play them here's the link Suggestion:20090411 Music! Music! Music! Cookies and Cream 10:56, 16 October 2009 (BST)
Oh, I thought they were weapons. Which it turns out they weren't at all.--Yonnua Koponen Talk ! Contribs 11:49, 16 October 2009 (BST)
I wanted them to be weapons. But it was accepted as non-attack, which sucks. Cookies and Cream 13:25, 16 October 2009 (BST)
the additional use as a weapon would be a significant enough difference to make it not a "Dupe".... sadly it would not make enough difference for it to be worth a "keep" from me!--Honestmistake 23:13, 20 October 2009 (BST)
Close though as i do like the idea of beating zeds (and random passers by) with mah geetar!!--Honestmistake 23:14, 20 October 2009 (BST)

Signal Strength

Timestamp: Jack S13 T! PC 15:59, 13 October 2009 (BST)
Type: Item Imporvement
Scope: Cell Phones
Description: Currently Cell phones are only usefull in suburbs with an active phone mast. Often Causing huge blackout areas in secure communications(aproximately 50% of the City at any given time). You must be in a suburb with an active phone mast to send or recieve text messages.

The Signal Streght improvement would allow players with a cell phone greater use of the item and would work as follows. There would be 3 "Signal Strengths" with descriptive text:

  1. -Strong Signal. Players inside a suburb with an active phone mast can both send and recieve text messages as usual, with no changes to AP cost or descriptive text.
  2. -Weak Signal. Players in a suburb without an active phone mast but adjacent to a suburb with an active phone mast can recieve text messages, but not send a text. and would receive the message The signal is to weak, you cannot send a text. There would be no change to AP cost.
  3. -No Signal. Players inside a suburb without an active phone mast, nor adjacent to a suburb with an active phone mast would not be able to send or recieve text messages as per current game mechanics. no changes to AP costs, or ingame messages.

This improvement would increase the usefullness of an item, and i feel add to role play opportunities, while staying perfectly in genre. Perhaps even adding to the viscousness of the city and being able to tell how dangerous, or how decayed the city is around you.

all feedback is appreciated!

Discussion (Signal Strength)

Better yet, get a Satellite Phone. It always works, it doesn't limit your messages, it doesn't take any AP to use, and it never takes up any inventory space. 'Nuff said.--GANG Giles Sednik CAPD 17:06, 13 October 2009 (BST)

Adbot.--xoxo 17:22, 13 October 2009 (BST)
Blech. I guess that came off a bit like a sales-pitch. But the satellite phone really is the perfect solution to any problems with the current phone system.--GANG Giles Sednik CAPD 17:49, 13 October 2009 (BST)
Sure, if you negate the fact that it's an add-on, and not actually part of the current game. not to be trite. --Jack S13 T! PC 19:17, 13 October 2009 (BST)
Personally, I consider the DSS on the same level as the DEMON network.--Yonnua Koponen Talk ! Contribs 19:30, 13 October 2009 (BST)
NOTE: ^ Hyperbole ^ .--Yonnua Koponen Talk ! Contribs 22:00, 13 October 2009 (BST)
You're not allowed to think it's cheating, then you'd be agreeing with me. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 04:00, 14 October 2009 (BST)
I think this is the best idea ever.--Yonnua Koponen Talk ! Contribs 07:22, 14 October 2009 (BST)
NOTE: ^ Sarcasm .--Yonnua Koponen Talk ! Contribs 15:50, 15 October 2009 (BST)

I actually think this might be too much of a buff. What about just linking signal strength to the amount of fuel left in the mast building? When the genny powering the building has low fuel, then there is weak signal in that suburb. Seems less complex while still keeping some of the realism that you're looking for. --Maverick Talk - OBR Praise Knowledge! 404 07:25, 14 October 2009 (BST)

Really? it's pretty simple when you boil it all down, if your in a burb with an active mast, than you can send AND recieve, if your adjacent to a suburb with one then you can only recieve, and if there is no adjacent suburb with a working mast than your SOL. and wouldn't linking the signal strength to the ammount of gas just further limit it's usefullness, and needlessly complicate things? sort of like the "Dim Lights" suggestion that was spammed all to hell? and as for being a buff, all it does is allow survivors, and only ones with cell phones that ar mutual contacts better ability to communicate over distance without the use of meta gaming...
am I allowed to defend my own suggestions? hahaha god i love wiki drama--Jack S13 T! PC 14:52, 15 October 2009 (BST)
I thought it was overpowered, but after some consideration I decided that it's probably not a big deal; the only problem I can see with this is that a single communications-based player could hang out in a green zone and PM people in red zones (that are working-NT adjacent) to check forums/irc/etc. and thus bypass the inability to respond. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:49, 15 October 2009 (BST)
Lelouch pretty much nailed exactly what I was thinking. --Maverick Talk - OBR Praise Knowledge! 404 09:00, 20 October 2009 (BST)

Please tell me on which network I can receive texts but not send them before we go any further. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:09, 17 October 2009 (BST)

A shit one. Maybe orange.--Yonnua Koponen Talk ! Contribs 20:39, 19 October 2009 (BST)

Suggestions up for voting

Bikers Store

Moved to Suggestion:20091009 Bikers Store Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:09, 9 October 2009 (BST)

Dim Lights

Moved to Suggestion talk:20091008 Dim Lights -- boxy talkteh rulz 09:13 8 October 2009 (BST)