Developing Suggestions: Difference between revisions

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I imagine it might add a fair bit to server load as it has to check twice for every missed attack. More to the point in balance terms it will disproportionately affect low levels as they have a much lower hit chance.--[[User:Honestmistake|Honestmistake]] 12:41, 15 February 2010 (UTC)
I imagine it might add a fair bit to server load as it has to check twice for every missed attack. More to the point in balance terms it will disproportionately affect low levels as they have a much lower hit chance.--[[User:Honestmistake|Honestmistake]] 12:41, 15 February 2010 (UTC)
:That's a fair point. However you have to consider that you would need to be at least level three before you can get this skill and you're probably more concerned with getting free running, lurching gait, the essential skills before you get this.. But you're right about it affecting those newbies who choose to take it early, maybe a half damage instead of one is due as Enigma suggested. Any other input? --[[User:Johnny Yossarian|Johnny Yossarian]] 12:54, 15 February 2010 (UTC)
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Revision as of 12:54, 15 February 2010

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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

Glancing Blow

Timestamp: Johnny Yossarian 11:01, 15 February 2010 (UTC)
Type: Human and Zombie skill
Scope: Melee attacks for both humans and zombies.
Description: Basically, after a miss with a melee weapon, you have a 10 percent chance to score a 'glancing blow', basically just nicking the target and dealing one damage. In the dark the percentage is halved.

For both zombies and humans the skill is called Glancing Blow. For zombies, it is under the Vigour Mortis tree, and for humans it is under the the Hand to Hand tree. Note that this works for all melee weapons of all types, including the zombie bite attack, however a glancing blow with a bite does not result in an infection even with the skill.

Flavor text: Failing to hit your target dead-on, you glance your target for one damage.

Discussion (Glancing Blow)

Do you get XP for it? Aside from that clarification, it looks okay, balanced... maybe half damage instead of one though. Enigma179 11:55, 15 February 2010 (UTC)

I imagine it might add a fair bit to server load as it has to check twice for every missed attack. More to the point in balance terms it will disproportionately affect low levels as they have a much lower hit chance.--Honestmistake 12:41, 15 February 2010 (UTC)

That's a fair point. However you have to consider that you would need to be at least level three before you can get this skill and you're probably more concerned with getting free running, lurching gait, the essential skills before you get this.. But you're right about it affecting those newbies who choose to take it early, maybe a half damage instead of one is due as Enigma suggested. Any other input? --Johnny Yossarian 12:54, 15 February 2010 (UTC)

Crippling Swipe

Timestamp: MikeLemmer 21:54, 13 February 2010 (UTC)
Type: Zombie Skill
Scope: Zombie's Hand Attack
Description: Crippling Swipe will be a new zombie skill under Rend Flesh. When a zombie with this skill hits a survivor with a Hand Attack, the survivor is Crippled: it now costs him 2 AP instead of 1 to move to another block (like zombies without Lurching Gait).

Cripping can be cured by a FAK. One FAK can cure both Infection & Crippling. Anyone (survivor or zombie) with the Diagnosis skill can tell when a survivor is Crippled; their HP will show up as brown. If someone is Crippled & Infected and you can detect both of them, their HP will show up as black.

The purpose of this is to let experienced zombies make it harder for survivors to flee a break-in, making it more likely they will stand there and get slaughtered or get caught in a bad locale with little AP. With Hand Attacks' higher accuracy & lower damage, it will also be easier to affect multiple survivors and harder for survivors to choose whether to spend a FAK curing it. (Do I spend a FAK to heal 2 HP & a Cripple on the off-chance he wants to leave this block?)

Other modifications I'm debating adding include:

  • 1. Crippled prevents survivors from Free Running until cured. (Might be too powerful, but the ability to temporarily nullify a vital survivor skill could make for interesting changes in strategy.)
  • 2. Requires Surgery instead of Diagnosis to detect. (Increases Surgery's usefulness instead of Diagnosis's; the latter is already one of the Top 3 Survivor Skills in my opinion.)

Discussion (Crippling Swipe)

Nerfs walking. Also widens the class divide between poor zombies and rich zombies.--Yonnua Koponen Talk ! Contribs 22:00, 13 February 2010 (UTC)

Class warfare! Peasants' revolt! Strength is just an accident arising from the weakness of others 22:51, 13 February 2010 (UTC)

It doesn't alter the survivor's ability to escape a break-in at all, movement allows you to go into negative AP, so you can escape even if you only have 1AP next door into that nice EHB building. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:24, 13 February 2010 (UTC)

You must also consider that claw attacks compete with bite attacks, and confering special conditions is all bite attacks have going for them on high levels, as the average damage of maxed claws is way higher. (And even the infection effect is negligible, as infection with its slow damage and easy cureability isn't really threatening unless FAKs are very scarce in the area, in which case the area is anyway doomed. And don't bring up digestion - it's really more a gimmick that occassionally slows getting dumped by a single gunshot, than anything to go purposefully for.) --Spiderzed 23:16, 13 February 2010 (UTC)

If this hampered a wounded survivors chance of free-running (say 50% fail rate) then it would be interesting. Sadly it would also have trenchies screaming :( --Honestmistake 00:18, 14 February 2010 (UTC)

Doesn't do jack to stop survivors from running. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:33, 14 February 2010 (UTC)

Don't make it a Skill. Just make it so that any Survivor that is Wounded moves for 2 AP and has a 50% chance to fail a free-running attempt(falling to the ground outside), and any Survivor that is Dying moves for 3 and cannot free-run at all.--

| T | BALLS! | 04:04 14 February 2010(UTC)


Flare Colors

Timestamp: MikeLemmer 22:29, 11 February 2010 (UTC)
Type: Item Use Modification
Scope: Flare Guns
Description: Players can set a flare gun's color before firing it into the air by a pulldown menu, similar to the color list for contacts. Ex: "A green flare was fired-"

Letting players choose their flare's color could lead to people assigning certain meanings to colors, such as red for "Zombies incoming!" and green for "Attempting to reclaim area!".

Opening it up to discussion: Has this been suggested before? How useful do you think flares are in their current state? Would this add enough strategic usefulness to them to justify it?

Discussion (Flare Colors)

One negative aspect is that people could cycle through colors to text-spam people with 50 flare messages. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:35, 11 February 2010 (UTC)

True, but that would require said people to pick up 50 flare guns, and it would be just as easy to text-spam people with 50 flare messages as is. The flare guns are still one-shot, you just get to pick which color it is before you fire it. --MikeLemmer 22:45, 11 February 2010 (UTC)
Or do you mean it'd be a way around the "...and again" method of collapsing repetitive text-spams? I can think of a way to tackle that: color the "...and again" part of that to match the flare's color if multiple different colored flares are fired from the same block. However, I don't know if that would be a big enough issue to worry about; it's easier to text-spam via regular speech or radio transmissions, and there's settings to ignore flares. --MikeLemmer 22:52, 11 February 2010 (UTC)

Only if you you give me gasoline additives too so I can change the color flames covering the people I'm incinerating to match the occasion. (No not really.) -Devorac 03:44, 12 February 2010 (UTC)

Coloured flares are not a new idea. I am pretty sure you will find it was Rejected.--Honestmistake 08:22, 12 February 2010 (UTC)

Actually, I just found it. Peer Reviewed, in fact. --Maverick Talk - OBR Praise Knowledge! 404 09:08, 12 February 2010 (UTC)
That's not even the one I was thinking about... must have been thinking of either a dupe or a dropped DS? --Honestmistake 11:46, 12 February 2010 (UTC)
Hm, the fact my suggestion doesn't need a skill or a powered factory to color them might make it different enough. Is this the suggestion you're thinking of? Don't know if my suggestion would be a dupe of that, either, as it suggests making having the different-colored flares be different items, while I suggest just keeping the 1 type of flare gun but letting people choose its color before firing it. --MikeLemmer 19:33, 12 February 2010 (UTC)
I, personally, would think of them as separate and not a dupe, but others might not see it that way. After reading the other one I also like that more as it gives a little more restriction to the colors and reasoning for it. --Maverick Talk - OBR Praise Knowledge! 404 21:36, 12 February 2010 (UTC)
I think I saw this here at DS. Either way, you can't dupe with DS, so your in the clear. Cookies and Cream 21:40, 12 February 2010 (UTC)
True, but there are at least four colored flares suggestions that have been taken to voting. So if he takes this to voting, he might see some resistance. --Maverick Talk - OBR Praise Knowledge! 404 21:43, 12 February 2010 (UTC)
Mm, that's a couple than I expected. Shouldn't be surprised, though. Think I won't formally suggest this, then. --MikeLemmer 21:56, 13 February 2010 (UTC)

It's a dupe, the suggestion is coloured flares, the suggestion is not search rates or AP usage, the thing you want to add to the game is pretty colours for your flares. This has been suggested before, therefore, dupe. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:26, 13 February 2010 (UTC)


Horde Mentality

Timestamp: Kamikazie-Bunny 21:11, 11 February 2010 (UTC)
Type: Movement
Scope: Zombies
Description: Zombies have been roaming the streets for the past 5 years, although they've shown no signs of significant intelligence things have began shifting, some of the less active zombies have began wandering the streets randomly heading heading towards the main horde, they're swarming together...


Horde Mentality is a setting that can be toggled for zombies, when activated it causes a zombie who:
is standing outside,
and
has maximum AP,
to automatically move one square towards the suburb with the highest active zombie concentration for every additional 4 AP they gain beyond their maximum (one square every 2 hours). The zombie will stop auto-moving if it is killed or loses AP. When a zombie runs out of AP with HM active they receive the message "Your Horde mentality may draw you away from here."


This setting is recommended for new/lone/non-meta zombies looking for the main horde.

Discussion (Horde Mentality)

I dunno, I reckon this'll just end up cramming every zombie in to Ridleybank, and if home defenders don't log on for a day, then a suburb can be cleared ridiculously easily by survivors. Next, any zombie using this will never have full AP. As soon as they reach the top, they'll move a square towards the centre. Of course, you could argue that people can just switch it off, but then it's just another settings option that most people will shut down. More importantly, zombies don't need this. There are groans for ferals, and, more importantly, if a zombie is looking to connect with a horde, then they'll most likely use the metagame to do it. --Yonnua Koponen Talk ! Contribs 21:37, 11 February 2010 (UTC)

As Yonnua, and the whole auto-move thing is a no-no. --Maverick Talk - OBR Praise Knowledge! 404 21:46, 11 February 2010 (UTC)

Gotta agree, I don't like auto-moves, and looking for the largest Horde on the entire map will likely cluster all the zombies together and make it easier for the survivors. I would suggest making it an ability you activate to get a vague direction towards the largest concentration of zombies within adjacent suburbs ("You sense many brethren to the southwest...") or something similar. But Scent Death already seems to fit a similar niche. Zombies work better in scattered, moderately-sized hordes than in one giant horde anyway. --MikeLemmer 22:39, 11 February 2010 (UTC)

I'd suggest it moves zombies towards the latest feeding groan; actually, I think I did suggest that. Not sure it went down too well... --Karloth Vois ¯\(°_o)/¯ 02:24, 12 February 2010 (UTC)

I just don't like it. I know I don't log on for a few days sometimes, and my hordemembers would draw me away for teh lulz. Cookies and Cream 11:08, 12 February 2010 (UTC)

This could EASILY be defeated by zerge zombies. Create a bunch of zombies who do nothing but draw other zombies to them. They wouldn't trip any zerge flags (as in search/combat penalties) as they aren't doing anything but standing around.--Pesatyel 06:14, 13 February 2010 (UTC)

Not to mention that such auto-moving would make it easier for alts to automatically wander too close to each other & trip zerg flags. It would make it harder to tell who was deliberately zerging and who got screwed over by the auto-move. --MikeLemmer 18:28, 13 February 2010 (UTC)

This has been up how long and no-one's pointed out that pied piper skills are bad? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:27, 13 February 2010 (UTC)


Door Knock

Timestamp: Shiznoe 21:06, 9 February 2010 (UTC)
Type: Skill
Scope: Zombies and survivors
Description: In short, the same as the 2006 Halloween effect though as a "missilanious" skill. It strikes to me as odd how you can't tell another person your outside by knocking on the door. It would help those without freerunning tell those inside they need help! It would be very handy...

Door Knocking has two conditions:

1) The player must buy this misslanious skill for 100xp first
2) The player must be outside a building.

To Door Knock:

1) After purchasing skill stand outside the building and click: "Knock at door"

Effects:

1) The players inside will hear: You hear a loud knocking at the door (Survivor)/thumping at the door(Zombie)

Advantages:

1) Can get help from inside,
2) Secret knocks?

Disadvantages:

1) Knocks may trigger "the wrong help" if in a building of opposite kind

Discussion(Door Knock)

Miscellaneous. My pedantry is now satisfied. Also, I'd genuinely like to see the knocks being a permanent fixture. Nice! --Karloth Vois ¯\(°_o)/¯ 22:32, 9 February 2010 (UTC)

Why the hell not? It being a skill seems a bit odd though. Maybe it could be for free? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:04, 10 February 2010 (UTC)

I've been toying with suggesting this for a while. My version has two significant changes to yours:

  1. It's not a skill.
  2. Only zombies can knock.

-- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 03:08, 10 February 2010 (UTC)

I like letting survivors knock as well. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:00, 10 February 2010 (UTC)
Yeah, I want to knock. But I don't think a Zombie could 'knock' by itself. Maybe Zombies can knock if they have MoL? Cookies and Cream 05:41, 10 February 2010 (UTC)
I see your point about the skill needing to be free, good idea! Shiznoe 06:43, 10 February 2010 (UTC)

I like the idea of both survivors AND zombies knocking, although no skill required. Unless you want a skill required to make secret knocks ALA morse code... then that should be a skill. --Maverick Talk - OBR Praise Knowledge! 404 06:33, 10 February 2010 (UTC)

Knocking as a free feature of MoL makes sense. My only concern would be the amount of SPAM text generated by people making zergs just to annoy enemies. --Honestmistake 08:08, 10 February 2010 (UTC)

I'm sure there could be an option to ignore all knocking, just like you can currently do for groans. Also... if zergs all decided to knock on doors instead of everything they currently do, that would be a delightful change. --Maverick Talk - OBR Praise Knowledge! 404 08:14, 10 February 2010 (UTC)
Yeah man. I agree here. In fact, with a few tweaks, I reckon this'd easily pass Suggestions. Just so long as Iscariot doesn't find any flaws. if he does I believe you're screwed. Cookies and Cream 10:50, 10 February 2010 (UTC)

I like this as a free skill... and maybe zombies could knock with Memories of Life--Weed.jpgArthur DentWeed.jpg BIN LADEN IS DEAD!!!!! 11:16, 10 February 2010 (UTC)

OK stupid people let's go through your faulty logic. Zombies need to remember their lives as harmans to be able to swing their arms against a solid object to make noise? Are you all retarded? What? Do they need MoL to attack barricades? This is the same fucking action just for a flavour result rather than de-cading.

Now, reasons we should make it zombie only. Survivors already have far too much exclusive shit they've ruined, see flares and radio broadcasts. Only giving it to zombies means there can be no confusion as to who's causing the noise outside, it's definitely a zombie on the other side of those cades. The nature of paranoia and fear from the genre manifests here. Giving it to survivors just renders it pointless as everyone will set it to ignore due to a huge amount of "Knock a door and run" pranks that will be played, continuously, to death. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 16:03, 10 February 2010 (UTC)

I like "knocking" for survivors and "thumping" for zombies, with both of them free; it's in genre and allows people to distinguish between who's outside. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 21:57, 10 February 2010 (UTC)
I like blondes on all fours and redheads on their knees, it's in genre and allows me to distinguish who I'm inside. Now we have these preferences out in the open, what do either of our preferred examples have to do with this suggestion? For every single instance in the genre you can name with survivors knocking on the outside of defences I can name five other examples of zombies hammering on barricades causing fear and paranoia for survivors inside. My limitation is in genre, yours is from a sense of fair play, one that is not otherwise evident in this game and will ultimately rendering the coding of this update a waste of time. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 00:51, 11 February 2010 (UTC)
As I see it requiring MoL for zombies would be to reflect the idea that they are not being driven by feeding instinct (hence not trying to tear down the cades) but instead trying to attract attention or cause fear both of which are distinctly beyond just mindless Smash, Claw, Eat. On reflection I also think Lelouch has hit on a very good idea with thumping vs knocking.--Honestmistake 23:45, 10 February 2010 (UTC)
Would you like a list of the amount of genre examples of zombies that are not driven by your flawed summation of Vigour Mortis? Given that this game is an abnormality in the fact that most zombies in the genre start with our equivalent of Ankle Grab? Your own simple summation of the 'perfect' zombie does not equal the portrayal in this game or in the genre. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 00:51, 11 February 2010 (UTC)
I believe you mean their equivalent of our Ankle Grab. And all I've ever seen Zombies do is Smash, Kill, Eat. Which is a slight variation of Honest's (Is my grammar right there? I always sucked at apostrophes.) idea of Smash, Claw, Eat. Cookies and Cream
No, I mean ours, i.e. how it'd be rationalised in our system. I've seen zombies in the genre shoot guns, have sex and play videogames. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:30, 13 February 2010 (UTC)
Actually to give zombies their due it should read "Smash, Groan, Grab, Bite, Claw, Drag, Ransack & the occasional Feed!" Knocking on doors in any form doesn't really do much for them except waste AP. However players of all types might find use for this as a signal that they are outside waiting for revive etc... Such things are pretty useless to survivors who can often just go inside and explain exactly what they want but such signals require a modicum of fore planning hence should require MoL for zombies. --Honestmistake 11:56, 11 February 2010 (UTC)
Yeah, it does make sense. I mean, if they remember how to open doors, they'll remember how to knock. Cookies and Cream 20:40, 11 February 2010 (UTC)
My friend's cat can't open doors, he can bang on a door until you open it, does that cat have Memories of Life? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:30, 13 February 2010 (UTC)
Yes.--Honestmistake 00:21, 14 February 2010 (UTC)

Well on Halloween, it is intended as a "humorous/scary" event. Oooh the zombies are knocking! But to make it a "permanent" ability, not only will it acquire in game context (along the lines of Mrh?) it would HAVE to acquire said context. Otherwise, what is the point? Spamming shit up ala flares and radios? "Thumping" for zombies, what benefit does it grant? Maybe some elaborate plans involving death cultists and such, but it COULD be argued that zombies "thump" EVERY TIME they attack a barricade. So what is the benefit? Alerting the meat that the predator wants to visit? So they can all free run away? How many players REALLY use/used it on Halloween? Sure, for fun, but we are talking "serious" here, so what is the benefit to zombies? For survivors, you get more benefit, so to speak. I knock on the door on the hopes someone will debarricade to VS...but who REALLY would do that? Unless you have x-ray vision, you won't know WHO/WHAT is knocking so who would really be dumb enough to lower a barricade on someone's knocking? So what other benefits does it provide for survivors?--Pesatyel 06:10, 13 February 2010 (UTC)

From a suburb warfare perspective: running survivors are a good thing, at least for veteran zombies. If each zombie could only knock once, this could be used as a scare tactic for clearing buildings for ruin; however, since any zombie can knock as many times as they want, it's really not an indicator of how many are outside. TL;DR: "meh". Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:25, 13 February 2010 (UTC)

Fast Travel

Timestamp: Kamikazie-Bunny 15:19, 9 February 2010 (UTC)
Type: Movement
Scope: Migratory workers
Description: Active Zombies and Survivors may occasionally find themselves travelling long distances on a pilgrimage of death and revival. The repeated clicking of a mouse can be tedious even for the most motivated of players. Fast travel aims to reduce the effort required for long distance travel and reduce server load by moving people where they want to be with less effort than required for each individual click.

Fast Travel has two conditions:

1) The player must be outdoors.
2) The player must be in a square unoccupied by other players.

To Fast Travel:

1) The player selects a suburb from a drop down list (all suburbs are selectable).
2) The player clicks fast travel.

Effects:

1) The player is teleported to the nearest block of that suburb.
  • If the player selects the suburb they are in they remain where they are.
  • If the player does not have enough AP to reach that suburb they remain where they and receive a message stating "That suburb is too far away to reach in one day".
  • If a survivor is infected and does not have enough HP to reach that suburb they remain where they and receive a message stating "You are too ill to move that far, heal your infection first."
2) 5AP + the movement cost (calculated by shortest route) is reduced from the players AP.
  • If a survivor is infected they lose one HP for each AP used for the movement.

Advantages:

1) Faster movement,
2) Reduced server load,
3) May avoid ambush attacks,
4) Can lose pursuers more easily.

Disadvantages:

1) Costs more than regular movement,
2) Survivors still have to find shelter after movement,
3) Zombies are less likely to see stranded survivors,

Discussion (Fast Travel)

Teleporting = Bad. Make it so that they move automatically at a rate of 1 block per 30 minutes.--Yonnua Koponen Talk ! Contribs 22:19, 9 February 2010 (UTC)

Does anyone even read these any more? Also it's a massive survivor buff for no significant downside. Watch how I miss out having to survive the night hiding in that red suburb because I'll just teleport to the middle of that cluster of green suburbs and be perfectly safe sleeping in the street. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 03:12, 10 February 2010 (UTC)

It just burns Ap that you already have, running away without all the clicking--Weed.jpgArthur DentWeed.jpg BIN LADEN IS DEAD!!!!! 11:20, 10 February 2010 (UTC)
Are you just being intentionally stupid? Tell me, idiot survivor with no FAKs steps outside to move suburbs, gets bitten by a zombie as soon as he steps outside, what's the difference between the current status quo and what this would bring? Tell me then why this isn't a buff. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 15:56, 10 February 2010 (UTC)
I assumed that for every block he traveled an infection would cost him 1 hp--Weed.jpgArthur DentWeed.jpg BIN LADEN IS DEAD!!!!! 19:10, 11 February 2010 (UTC)
That's supported by current game logic, isn't it idiot? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:41, 13 February 2010 (UTC)
Yeah, I forgot about the infection effect, 1HP per block, dropping dead at the point they'd reach 0. Thought Isy would of realised that was an oversight not an 'OMG INFECTION NERF!!!'. It actually costs more AP than if you clicked each square. You could use it to move survivors or zombies anywhere, it could arguably be more beneficial for zombies because survivors are left outdoors. But I'm probably going to limit it to suburbs within range rather than negative AP. --Kamikazie-Bunny 20:28, 11 February 2010 (UTC)
Then you have to specify that this will cause HP loss per AP used in your suggestion as it will be the first multi-AP action to cause multi-HP loss. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:41, 13 February 2010 (UTC)

As much as I would LOVE to use this feature with my PKer... no. Just no. --Maverick Talk - OBR Praise Knowledge! 404 06:31, 10 February 2010 (UTC)

No. At least not with allowing negative AP. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 11:53, 10 February 2010 (UTC)

I could change it so that your character automatically stops when they run out of AP. So they can't advance more than their current AP(-5) would allow normally, either that or display message saying 'that suburb is too far away' and do nothing, preferences? --Kamikazie-Bunny 20:28, 11 February 2010 (UTC)
Yeah, just what we need, another way for survivor players to spend mass AP on a single IP hit. We need more of these so that a single Survivor player can run not just dozens of characters on their IP limit but dozens and dozens and dozens while Zombies are still limited to 3. If Kev ever grows a brain he'll drop the Rev Needle and Ruin Repair single IP hit actions and get rid of this stupidity once and for all. Maybe even make people register an email address. Ah no, too many Survivors would shit themselves if they could not run their 20 Revive alts from their "IP limit of 3 characters".-- | T | BALLS! | 15:19 10 February 2010(UTC)
Zombies can do this as well... Alts will always be a problem, I wish we could stop them as well, but that's not how the net works. --Kamikazie-Bunny 20:28, 11 February 2010 (UTC)
I was referring to the ability to run lots of characters from a single IP because of mass AP actions in a single IP hit, which only Survivors really enjoy (Unless you count standing up for 15/10/6 AP in one IP hit) which is technically not against the rules, but it's really not fair to allow that only on the Survivor side. Once you get a lot of Revive/Ruin Repair alts loaded up you can run a whole character on a fraction of the IP normally required and all that. Though I suppose that's not a problem if someone just switched their IP. At any rate, it's just bad game design to install an "IP limit" and then put in mass AP actions. Everything should be based around 1 IP per 1 AP or its just defeating the purpose.-- | T | BALLS! | 01:04 12 February 2010(UTC)
Ok, maybe not defeating the purpose of "reducing sever load" (haha), but the effect of the mass AP actions is letting one side have a major numbers advantage.-- | T | BALLS! | 01:11 12 February 2010(UTC)

Ambient Noise on the Radio

Timestamp: Enigma179 15:52, 6 February 2010 (UTC)
Type: Communication/Flavour
Scope: Mostly Survivors, but affects Zombies too...
Description: The basic idea behind this is that the radio transmitter will pick up not only the noise of the people who are using it, but of any general noises in the area. For example, if someone shoots something while in a building with a radio transmitter, everyone listening in would hear it. I thought that it would apply in these cases:

-When someone fires off a firearm (*gunshot* or in the case of multiple shots *a series of gunshots*) -When the final level of barricades falls (*a loud creaking followed by a snap*) -When someone within the building dies from something other then suicide (*A loud scream* (melee weapon or zombie) or *A loud scream cut off by a gunshot*)

Of course, to avoid text spam, the standard "... and again" would apply in the case of multiple occurrences. This would serve the purpose of showing when a PKer is in the neighborhood, when your base has been broken into and when it's under attack. This would also possibly make PKers who kill a loner with a functioning transceiver do so with their axe only instead of guns if they wish to lay low. Of course, if it is defended and the zombies are evicted soon after, then someone can patch a call over saying false alarm. I just thought it would be a nice addition to the current crash and static...

Discussion (Ambient Noise on the Radio)

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It will be removed on: Feb 13 at 16:14(UTC)

Text Spam TtM; Transmitters only work when turned on now; why the hell would we make them on constantly for just about everything that happens in every building on that frequency? Idea Fail. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:54, 6 February 2010 (UTC)

I agree. The only reason I would vote Keep on this, is because right after I shot someone, I'd abuse people on the radio. Cookies and Cream 16:14, 6 February 2010 (UTC)



Zombies can bash down doors

Timestamp: Enigma179 09:58, 12 January 2010 (UTC)
Type: Gameplay change
Scope: Zombies
Description: My last suggestion was shot down quickly, and that was probably my fault, but hear me out. I've heard that being a low level zombie isn't extremely fun; You don't get to attack survivors except for the lucky finds in the street, unless you go through the trouble of travelling with a horde you can't get into safehouses, and even if you find a loosely barricaded place with the lights on inside, you bash down the barricade and can't get in, because of one thing. The door. I propose that zombies without Memories of Life can bash down doors as if they were another barricade level, as I can assume the survivors lock the doors. Those with memories of life of course, can waltz right in without going through the trouble of taking down another barricade level. This would allow lower level zombies to get xp in the standard way without Zking and Memories of Life still saves you some AP.

Discussion (Zombies can bash down doors)

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It will be removed on: Feb 12 at 20:59(UTC)

Something like this was proposed very recently by Zombie Lord, I believe, and I seem to recall that this aspect of his suggestion was well-regarded. I think it'd be a good idea. Zombies without a horde are weaker than survivors without a group, and this helps the newbies specifically without overpowering them. Sounds good all around. The only concern I'd have would be for lowbie survivors without Construction, but unbarricaded buildings that have their doors closed but are also unruined are uncommon as it is, and sleeping in ruined buildings has always been dangerous. It'd change very little for lowbie survivors. Aichon 10:40, 12 January 2010 (UTC)

I like it. When I Z, I'd like to know that if I wanted to, I could rip off the doors and feed on the meat. My one problem is that, where do the smashed doors go when your recade? Cookies and Cream 15:20, 12 January 2010 (UTC)

Assuming they haven't been ripped to shreds, you could just repair them using a toolbox. Chief Seagull (talk) 15:37, 12 January 2010 (UTC)
Obviously Your toolbox is much better than mine. Cookies and Cream 09:19, 16 January 2010 (UTC)

When playing a Z you're supposed to travel in a group - of any level low or high. The whole balance of this game is based on low numbers of Survivors and Zombies the Survivors have the advantage; High numbers of each the Zombies have the advantage. All of our favorite zombie movies would have been pretty dull if there was only one zombie knocking on the door... Yawn of the Dead --YoEleven 00:42, 13 January 2010 (UTC)

Closed doors are really important in sieges, and this harms newbie survivors as much as it helps lone zombies. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:12, 13 January 2010 (UTC)

s mentioned above these would need to be repairable otherwise NO building would have doors pretty quick. How would pipes factor in?--Pesatyel 05:42, 13 January 2010 (UTC)

I honest thought this has been proposed like, 50 times. But I'm not going back to check :P. Either way, that's basically the way I'd imagine it should work, so no objections here. Locked doors will still act as an insta-barricade (as per pipes) for survivors without construction, but won't be completely invincible to new zombies. The argument is that low level survivors have any number of things they can do to get XP, several of which (ie healing) don't require any skills to do, and only requires one to do effectively for XP gain. Whereas zombies only have one source of XP and need to max out at least one combat tree in addition to MoL to max efficiency for their XP gain. RinKou 06:01, 13 January 2010 (UTC)

Alright, I was thinking that (I didn't put much detail in the OP anyway) when a door is bashed open, you can close it at the cost of one AP, no skills required. This means that there won't be a whole crapload of buildings out there with no doors, and people won't have to start door-repair plans to keep a suburb somewhat safe. And to YoEleven, when I started Urban Dead I had no idea about this wiki, revive points, hordes or anything, I thought that the closest thing to organization was feeding groan. If I ever did get to a horde bashing down a barricade, I wouldn't be able to get more then one or two punches out of the survivors before they were all devoured. And it makes perfect sense from a flavour point of view, zombies would try to break a locked door just as much as one with a couch behind it. —The preceding unsigned comment was added by Enigma179 (talkcontribs) at an unknown time.

The closed door thing is just ridiculous. So lets do this. I would propose that the door be it's own level of barricade, so it would require 3 successful hits to gain entry. The door would be instantly closed again whenever a survivor added barricades, exactly how it works now. The door would essentially be 1 last level of barricades to protect survivors, that zombies with memories of life could simply bypass by opening the door. The door never breaks or needs repair, it is either closed or opened, and it can be opened by MoL, or by "forcing" the door open with 3 successful hits. The hit rate would be the same as to barricades.
How about this for flavor text?
  • You smash at the door (this is a miss)
  • You smash at the door, it creaks. (this is an unsuccessful hit)
  • You smash at the door, weakening it. (this is a successful hit)
  • You smash at the door, forcing it open. (this happens after 3 successful hits)--GANG Giles Sednik CAPD 20:16, 13 January 2010 (UTC)
I like the three-hit idea. That'd handle my concerns about lowbies by making this more reasonable, while still giving solo, lowbie ferals a chance to get into buildings. Aichon 21:22, 13 January 2010 (UTC)
I think that a problem with the three-hit idea is that survivors could potentially use doors as a somewhat effective barricade. 3 successful hits, plus perhaps one more if the survivor inside happened to have a pipe... that means that the zombie has to work through 4 levels of barricades, the equivalent of a lightly +2 barricade. It may seem low, but to a newbie zombie, even if it does have vigour mortis, it won't be able to get that barricade down in one sitting (I'm pretty sure). Survivors shouldn't rely on closed doors and pipes to defend themselves against zombies. —The preceding unsigned comment was added by Enigma179 (talkcontribs) at an unknown time.
Well, keep in mind it's an improvement over the current situation, where newbie zombies can't enter at all. I also don't know of any survivors who rely on pipes frequently. I've seen that cited quite a bit, but I've yet to hear of anyone actually putting it into practice on a regular basis. And this change wouldn't have any impact at all on veteran zombies, so all-in-all, it seems like an improvement. The number of hits necessary can always be reduced later as well. Aichon 14:57, 14 January 2010 (UTC)
I say cut it down to one level of barricade, but have each zombie forcing it open have to open it separately. The flavour text for successfully opening it could read:
  • You smash at the door, forcing it open. It swings closed heavily behind you.
This would cause it to be less of a nuisance for low-level zombies, while still maintaining a level of protection against them - each zombie would be its own separate threat, until one with memories opens it properly for them. Strength is just an accident arising from the weakness of others 20:23, 14 January 2010 (UTC)

As mis. One level, normal memories of life means you can just open it, otherwise to open it is half hand attack percentage. --RosslessnessWant a Location Image? 21:29, 14 January 2010 (UTC)

Same. I like it this way. Cookies and Cream 09:18, 16 January 2010 (UTC)

So, you guys think I should actually put this one up to voting, perhaps some more detail in it? Template:Enigma179 10:25, 18 January 2010 (UTC)

How does the pipe affect this?--Pesatyel 18:32, 18 January 2010 (UTC)
The pipe is just a barricade... I propose making the closed door another barricade level and zombies with MoL can open it as normal. Template:Enigma179 23:07, 18 January 2010 (UTC)
Ok. It just didn't appear to be part of the discussion is all. I'm inclined to agree with Giles. Make it 2 (3 at most) attacks to break through. This is a special circumstance and 1 level just seemed a little to weak.--Pesatyel 04:35, 20 January 2010 (UTC)

Somebody want to put this up for a vote?--GANG Giles Sednik CAPD 08:14, 26 January 2010 (UTC)

Problem is, I just figured out that it's a dupe... I saw like 3 suggestions that are pretty much the same. Enigma179 03:05, 30 January 2010 (UTC)

Righty ho, first post on any Wiki but this disscussion is important to me. I do play mainly survivor but even then, I believe this to be excellent. First of all, it helps prevent the feeling I almost always have as a survivor of being 'safe' as there are no hordes near by and Feral's just can't touch me in my uber-caded, closed door building, and this suggestion helps deal with at least one of those, allowing it to be more in genre with horror zombies.

Also, in terms of my alt (Rose Mort) who is a Zack, I would have to say it is crucial from a newbies point of view. Just because the doors being closed denies so much of the (ultra violent) fun of munching on survivors. As a balance issue as well its not tragic as having spent large amounts of AP breaking down the 'cade I'm not exactly as a newbie going to slaughter thousands single handedly.

As for actual mechanics, I don't think the extra 'cade level is neccassarily the right way to go about it, I'd much prefer it to feel like GK'ing where you have a low chance to succed but it still seems to be a hit, the flavour text could be.

'you claw at the door to no affect' for failure

'your sleeve catches on the handle for just a second, turning it slightly before it slips off' for hitting but not succeding and

'by chance your flailing limb catches the door handle and the door flings open' for success

I would also like to think that this could be a perma open for the door, rather than 'slamming shut' behind you (except maybe hospitals and certain other resource buildings, where doors have those auto close thingies in RL). The counter balance to this to prevent MoL becoming useless is obvious even to someone as poor at maths as me.

35% chance to hit put it at 20% chance that will work results in about 7%ish (I think, like I say, poor at maths in the extreme) chance that it would work, needing a large dose of precious AP for it to succed where is MoL is (to my limited knowledge) a 100% chance to get in instantly.

So ya my, rather lengthy, two cents on the matter --Tabbitha Duo 16:00, 2 February 2010 (UTC)

Well, generally speaking, the chance to hit is based on the accuracy of your "weapon." In the case of zombies, their claws are used for hitting barricades, and claws scale up in accuracy as they gain certain skills, so it doesn't make sense to take that away from them by fixing the accuracy at a level that is lower than what they currently have. Also, for barricades, the chance to hit is halved from your usual accuracy (except for the Crowbar), hence why Fire Axes that are skilled up are popular for de-cading. But your general ideas sound good and the flavor text is interesting as well. Aichon 16:26, 2 February 2010 (UTC)
Yeah... sorry I wasn't specific/thinking there, the 35% was from the prospective of newbie zombies like me, I was talking in those terms mostly because anyone much higher probably has brough MoL in the first place --Tabbitha Duo 10:57, 3 February 2010 (UTC)

Dupe of my own suggestion from a while back. -- Cheese 20:59, 5 February 2010 (UTC)


Suggestions up for voting

Suggestion:20100206 Ladders