Developing Suggestions: Difference between revisions

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====Discussion (Fast Travel)====
====Discussion (Fast Travel)====
{{SDW|Feb 19 at 01:11(UTc)}}
Teleporting = Bad. Make it so that they move automatically at a rate of 1 block per 30 minutes.--{{User:Yonnua Koponen/signature‎}} 22:19, 9 February 2010 (UTC)
Teleporting = Bad. Make it so that they move automatically at a rate of 1 block per 30 minutes.--{{User:Yonnua Koponen/signature‎}} 22:19, 9 February 2010 (UTC)


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:::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.{{User:Zombie Lord/sig2}} <tt>01:11 12 February 2010(UTC)</tt>   
:::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.{{User:Zombie Lord/sig2}} <tt>01:11 12 February 2010(UTC)</tt>   
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==Suggestions up for voting==
==Suggestions up for voting==
<!--''There are no suggestions previously discussed here up for voting.''-->
<!--''There are no suggestions previously discussed here up for voting.''-->
[[Suggestion:20100206 Ladders]]
[[Suggestion:20100206 Ladders]]

Revision as of 14:37, 17 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

Mutations

Timestamp: Zombehman 14:26, 15 February 2010 (UTC)
Type: Zombie Feature
Scope: Zombie Strategy flavoring
Description: This idea is a way of giving the zombies a new way of working things. Essentially, this allows zombies to mutate into different forms. Before you kill this, let me elaborate. By mutating different attributes and forms, it allows zombie players a little customisation and strategy. For example, a muatation that makes the hands change to scythe-like claws. (not exactly that, just an example off the top of my head.) You could have the Mutation skill as a purchasable skill, and the more levels you buy, the more mutations you gain axcess to. They would be ballanced with detriments. For example, the scythes would do more damage then the hand attack would, but due to their larger size and weight, cost double the AP to use. Please note two things. One: I am somewhat new to Urban Dead. Two: This is but a concept. This could be reworked if it has a chance.--Zombehman 14:26, 15 February 2010 (UTC)

Discussion (Mutations)

You want to become Alex Mercer? -Devorac 02:59, 16 February 2010 (UTC)

By gum, I would love me some zombie mutations. New chap! I think this is a fairly commonly suggested thing, but go on, you may invent new awesomeness. :D --Karloth Vois ¯\(°_o)/¯ 04:14, 16 February 2010 (UTC)

This is a scythe. You want these sticking out of the end of your fingers? Let's be clear, at the end of the fingers you currently have you want six feet of wood tipped with a steel blade? And you expect your fingers to ever move again? Not to mention that they wouldn't be mounted in a way to be effective at cutting. So what you want is nail extensions for zombies that do nothing but reduce their combat effectiveness? Inspired.... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 05:04, 16 February 2010 (UTC)

Okay this is a terrible idea... And scythes? You mean claws I assume? I am almost certain this has been sugested in the past. This would as above, probably hinder a zombies combat effectiveness. I would love to see something with huge talon like hands try to work a doorknob or rip barricades apart. -Alex1guy 18:49, 16 February 2010 (UTC)

God forbid you have to go to the bathroom, or itch your nose... Still, this suggestion might have some merit after an overhaul... (I believe he meant scything talons, not scythes on his hands.) -Devorac 09:08, 16 February 2010 (UTC)
I believe they know what he meant but prefer to be pedantic for their own amusement. As for saving this perhaps if such a mutation added 1 damage to claws at the expense of reducing their effectiveness at barricade attacks? TBH tho I think it is dead in the water as a concept ... just a bit too resident evil for my liking. --Honestmistake 20:34, 16 February 2010 (UTC)

Yeah, scything talons was what I meant. You couldn't actually tack tool scythes to your fingers. I don't know, as I said, I'm new, and at least to me, the Zombie class seems a little bland. I'm probably wrong. Bite me. And as for the rest of you... shudda up. If you don't like it, say so, but don't be sarcastic. I will expand it more before I go anywhere with it. Oh, and for you people who can't read, the scything talons were just a slight example, not something that would actually work. It was just to explain how the system would work. Calm down. —The preceding unsigned comment was added by Zombehman (talkcontribs) at an unknown time.

I was attempting to be encouraging, to help new folks survive the horror that this page can sometimes be. Still, I would blatantly vote yes on giving zombies Freddy Krueger hands. --Karloth Vois ¯\(°_o)/¯ 04:16, 17 February 2010 (UTC)
Look Zombehman, the people on this page will chew any moderately complex suggestion up. Then they will spit it out, jump up and down on it, burn it, then hand it back with a sarcastic remark... Often for no good reason. Endure it, and you can get a suggestion through, if you let it get to you though you'll just end up looking a fool. "Discussing is an exchange of knowledge, argument is an exchange of ignorance." Take this suggestion off the page, rework until you have a clear idea of what you want, then bring it back. Bringing it to the DS room and saying "Imma be having an idea, lookie!" is a bad move. Have your idea ready to roll and then bring it here to get flamed, that way you can see where people like what you have. -Devorac 06:44, 17 February 2010 (UTC)

Smoking

Timestamp: Mishimagoodness 17:50, 15 February 2010 (UTC)
Type: Item
Scope: Roleplaying applications only
Description: Very simple. Create a new item. People IRL smoke, and it is an activity (or a vice) enjoyed by many. If I was in a safehouse and zombies were at my door I would need a smoke too. This item has the same rules as beer, found in the same places and at the same rates. Heals 1HP for 1AP, does not cure infections. This would have ZERO effect to any players around the person using the item. Cigs cannot be used as a melee weapon. As with all items zombies cannot use them. If this is the wrong place to post developing suggestions please correct me.--Mishimagoodness 17:50, 15 February 2010 (UTC)

Discussion (Smoking)

And why would this heal people? Nothing to be done! 17:52, 15 February 2010 (UTC)

So, you want an item with the exact effects of beer, found in the exact places as beer, with different flavour text. Sounds like you want wine.--Yonnua Koponen Talk ! Contribs 18:04, 15 February 2010 (UTC)


Why would they heal you? If anything they should hurt you. --Johnny Yossarian 18:08, 15 February 2010 (UTC) To that I would say how does beer and wine heal you? The effects are not written in stone. I figure using up an AP no little benefit would be enough. --Mishimagoodness 22:32, 15 February 2010 (UTC)

We've had both cigarettes and cigars suggested before (and it sounds like cigarettes were suggested a few times even before then). Yours has different effects, yes, but they make no sense in-genre. If anything, it should damage you but calm your nerves. Unfortunately, we don't have NP (Nerve Points) in the game, so I don't see how you can make it work in a sensible fashion. Aichon 19:00, 15 February 2010 (UTC)

I thought about something like that but the only thing in game that would be affected by nerves would be what, hit percentages? I don't think my suggestion should modify . I envision them merely as roleplaying aids. Some people have a crucifix even though they give no tangible benefit. I figured if beer should have an effect (let's face it. you may want a beer but it won't help you survive in a landscape swarming with zombies and murderers) then so should these. Would it be better if they took an AP to use but had no effect at all? I don't think any item which only wasted an AP and caused you to be harmed would have anybody carry one in the first place. Thank you for ideas and criticism.--Mishimagoodness 22:32, 15 February 2010 (UTC)

You think to survivor-centrific. An item that causes oneself sufficient harm would be a handy thing for any death-cultist's arsenal. Free-run into the mall, gulp the purple kool-aid and get out the claws! (Of course, being of sole use to cultists would also make it highly unlikely that this passes voting.) --Spiderzed 23:30, 15 February 2010 (UTC)
If this is purely a RPing item as you say, the AP cost shouldn't matter. Don't let it heal or hurt. Just give the option to spend an AP that gives some sort of flavor text like Johnny Yossarian lights a cigarette. Smoke wafts through the air. --Johnny Yossarian 02:21, 16 February 2010 (UTC)

Only if zombies get a new item: Blackened Lungs --Karloth Vois ¯\(°_o)/¯ 04:12, 16 February 2010 (UTC)

All this discussion is pointless. And not for the usual reasons of dupeness. It's pointless for the very simple reason that Kevan will never implement any form of smoking into the game. Ever.

Smoking in the UK has been under a concerted campaign to make it morally illegal for quite some time now, anything that could be considered 'pro' smoking (such as adding smoking to your browser game that can be accessed by school children) is going to give the game a whole load of negative publicity (regardless of the fact that smoking is still legal to a very limited extent, makes the smoker look cooler than a non-smoker and does considerably less damage to people and society than the other major legal, and socially acceptable, drug) from a whole load of morons.

Kevan isn't Jorm. He doesn't rely on his game winning respect for doing new things, for being ground breaking, he relies on the stack-em-high-sell-em-cheap approach to this game, namely traffic. It looks good on Kevan's resume that he coded a game in his spare time that's still running five years later and has over a million registered accounts and he's not going to put that golden piece of positive career spin in jeopardy because some of us want a new flavour item in it. End of discussion. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 05:12, 16 February 2010 (UTC)

It would look good on a resume! Cookies and Cream 13:39, 16 February 2010 (UTC)

Hooray another pointless item to dilute search rates! Instead of finding a weapon or a med-kit! I find a pack of cigarettes! What do I do? I throw it away and block the item on my searh list because using precious AP blowing smoke at other survivors is a complete waste of time! --Alex1guy 18:56, 16 February 2010 (UTC)

Uh... This wouldn't dilute weapon find rates, or FAK find rates. The only useful items this would dilute would reside in auto-shops, still I don't my fuel find rates diluted. -Devorac 09:14, 16 February 2010 (UTC)

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)
Half damage is an awful idea. It overly complicates a simple execution. I would, however, suggest that this does not in any way work with Tangling Grasp, either being boosted by it or enabling it. Nothing to be done! 14:31, 15 February 2010 (UTC)
The typical way a lot of these sorts of hits/misses are calculated in games is that a random number is generated (e.g. somewhere between 1-100), and if the number falls in part of that range (e.g. 1-40) it counts as a hit, while if it lands in other parts of the range (e.g. 41-100), it counts as a miss. All you'd have to do is change it so that rather than having the entire remaining part of the range correspond to a miss, take a few of those numbers (e.g. 41-45) and make them correspond to a glancing blow instead. It'd require no extra computation at all and would have the desired effect. Aichon 15:40, 15 February 2010 (UTC)

Number wise it seems very easy to do it Aichon's way so no server issues and a slap on the head for my idiocy ;) Mis. is bang on the money about not using half damage and (almost) spot on about no tangle bonus/effect. However I am now thinking that this will be of a lot more use to survivors than zeds. This sounds a little counter intuitive as zeds get no firearms but they also spend a lot more of their time chewing cades (fruitlessly!) Low level survivors (scouts esp) could use this to level a hell of a lot faster with the minimum of time searching etc so I suggest adding the following small Buff: "Zombies using this and Bite against Grasped targets will be 20% less likely to lose their grip, however such near escapes will not cause any damage!" This change would boost the skills use for all zombies as well as make zombies actually eat folk occasionally. --Honestmistake 16:57, 15 February 2010 (UTC)

Good suggestions. I'll add them into the finished product when I actually take it to Suggestions for voting. --Johnny Yossarian 17:32, 15 February 2010 (UTC)

This seems like an unnecessary survivor buff. "Waaaah, waaaah! But zombies get it too, I put that in my suggestion!" Yes, you did. But let's examine it. This only effects missed attacks doesn't it? Hmmmm, who misses more often? Zombies with their 50% (60% TG) hit rate? Or mindless DEM zergs with a maximum of 40% with an axe or less with other weapons? Yep, this a pointless freebie for survivors. Notice as well the nerf to infection, a bite attack lands under this in a glancing manner i.e. those teeth coated in virulent venom cause a flesh wound, still dumping a health dose of the good stuff subdermally into the target. But still no infection? That sound you don't hear is the logic train, because it's not stopping at this suggestion's station. Funny how the other attack based status effect, headshot, isn't removed... I wonder if that has to do with the fact that it's a survivor only bonus....

This is an unnecessary survivor buff, combined with an infection nerf and wrapped in the worst type of camouflage since Naked Snake donned a tuxedo and a Raiden mask. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 05:31, 16 February 2010 (UTC)

You're right about Headshot, that's a mistake on my part. A kill with a glancing blow shouldn't result in a headshot. As far as the bite not being infectious, it makes sense in that it is a glancing blow, not a direct bite or even the teeth necessarily touching the body at all- your head could simply hit them as they lunge forward.
Hell yeah, Naked Snake in Tux and Mask, best way to finish game ever! Cookies and Cream 13:45, 16 February 2010 (UTC)


Also we could do without the accusations of the DEM zerging... That's neither here nor there. --Johnny Yossarian 06:07, 16 February 2010 (UTC)
So you want to create a new system, pro-survivor in its bias, that is conveniently the exception to headshot? Never mind that a punch, or a strike from a tennis racket causes headshot, you want this to be new and special? Yeah, right. A glancing bite doesn't use the teeth? Then it's not a bite, it's a lick or a kiss. The very definition of a bite is to sink teeth into something, a glancing bite, as I pointed out, would still leave venom under the skin. Unless of course you want to say it's a headbutt instead, unfortunately that already exists and causes three damage. Brilliant idea to call them the same thing and confuse the newbies.
Accusations of zerging? I think the multiple members proven as zergers over many years means they're no longer accusations. It's a valid concern that this will make little zerg armies more effective with their axes, one that you have chosen not to defend, neither have you chose to defend the fact that it is still so obviously a survivor buff with absolutely no downside. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 06:23, 16 February 2010 (UTC)
Good god, man. Shooting down a survivor buff partly because "it'll be used by DEM Zergs" has got to be the worst reasoning ever. Seriously, shut your whining. --Karloth Vois ¯\(°_o)/¯ 04:19, 17 February 2010 (UTC)

Does this effect barricades?--Yonnua Koponen Talk ! Contribs 09:31, 16 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! Nothing to be done! 22:51, 13 February 2010 (UTC)
TO THE PITCHFORKS --Karloth Vois ¯\(°_o)/¯ 04:13, 16 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)

Clock.png WARNING
This suggestion has no active discussion.

It will be removed on: Feb 19 at 01:11(UTc)

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)

Suggestions up for voting

Suggestion:20100206 Ladders