Developing Suggestions: Difference between revisions

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: *Eats cookie* Obviously I didn't make it clear, but the experienced survivor and the newbie are both outside the building. The experienced survivor could obviously use freerunning to access the building via another route, but the newbie would be left outside to die otherwise. This version is actually my second version. The first one worked with one inside the building (via Freerun) and they could drag newbies from outside, but I realised that would create X-ray vision, so I scrapped it before even putting it on the wiki. [[User:Shadok|Shadok]] 13:32, 21 July 2010 (BST)
: *Eats cookie* Obviously I didn't make it clear, but the experienced survivor and the newbie are both outside the building. The experienced survivor could obviously use freerunning to access the building via another route, but the newbie would be left outside to die otherwise. This version is actually my second version. The first one worked with one inside the building (via Freerun) and they could drag newbies from outside, but I realised that would create X-ray vision, so I scrapped it before even putting it on the wiki. [[User:Shadok|Shadok]] 13:32, 21 July 2010 (BST)
I like the general idea (and have often enough seen the troubles of stranded low-level survivors). However, it could be easily abused by zergers to counter overcading: Create a new survivor alt, move it to the building, and use it as a bridge for the main alt. To get around that, Rescue Pull should trigger zerg flags between the involved alts if they use the same IP, and automatically fail if it detects them. --{{User:Spiderzed/Sandbox/Sig}} 13:55, 21 July 2010 (BST)
I like the general idea (and have often enough seen the troubles of stranded low-level survivors). However, it could be easily abused by zergers to counter overcading: Create a new survivor alt, move it to the building, and use it as a bridge for the main alt. To get around that, Rescue Pull should trigger zerg flags between the involved alts if they use the same IP, and automatically fail if it detects them. --{{User:Spiderzed/Sandbox/Sig}} 13:55, 21 July 2010 (BST)
:Didn't think of that, but I like that idea. It certainly solves the problem.
:Didn't think of that, but I like that idea. It certainly solves the problem. [[User:Shadok|Shadok]] 14:03, 21 July 2010 (BST)
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Revision as of 13:03, 21 July 2010

NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on suggestions.

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

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

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


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.
  • The process is illustrated in this image.
{{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.
  • 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 month may be cycled without notice.


Please add new discussions and suggestions to the top of the list


Suggestions

Rescue pull

Timestamp: Shadok 11:32, 21 July 2010 (BST)
Type: Balance
Scope: Newbie Survivors
Description: I know it isn't recommended to suggest something which alters another player's position, but I've thought about this one.

We all know the zombie skill feeding drag. Drags out an injured survivor for the "Bahbahz". But what about the "Bahbah" Survivors? I've played both sides, and I notice that until you join a metagame and a survivor group, you're alone. As a newbie zombie, I just wondered around until I found a large horde, then grew at a MASSIVE rate.

Now, the major problem I faced as a newbie survivor was EHBitching.

To counter the problem of newbie survivors sitting outside helplessly, I propose a skill. "Rescue pull" (Draft name), which allows a survivor who has it to "rescue" another survivor who is sitting outside of a building.

Rescue pull: 100xp cost (Civilian skill) This skill allows you to work with another survivor to enter a building which is normally too inaccessible to either of you alone. (Both characters involved enter the building). Cost: 2AP for the puller. The puller cannot pull another player into a ruin.

Now, this skill won't kill those who Deathcult using EHBitching. It allows a higher level survivor to pull another into a building EVEN IF THE BUILDING IS HB. The exception is this: If a survivor is below level 5 or has less than 500 exp stored (to stop abuse) they can be pulled into a EHB building. (Be reasonable those of you who deathcult a lot. Would you like a game where your first day consisted of being beaten by the enemy?)

This skill would increase the survival of newbies who only JUST joined the game and encourage teamwork between survivors, a team which normally works solo and distrusts each other because of the PKer risk.

Those of you who PK, this also is a fun way to mess with someone. You rescue them from the horde. Then you shoot them dead. :P

Okay, time for the scary part, listening to the older players tearing down my suggestion XD

Discussion (Rescue pull)

First of all, have a cookie for using DS. Secondly. How does the experienced survivor get inside the HB building anyway? --RosslessnessWant a Location Image? 12:14, 21 July 2010 (BST)

*Eats cookie* Obviously I didn't make it clear, but the experienced survivor and the newbie are both outside the building. The experienced survivor could obviously use freerunning to access the building via another route, but the newbie would be left outside to die otherwise. This version is actually my second version. The first one worked with one inside the building (via Freerun) and they could drag newbies from outside, but I realised that would create X-ray vision, so I scrapped it before even putting it on the wiki. Shadok 13:32, 21 July 2010 (BST)

I like the general idea (and have often enough seen the troubles of stranded low-level survivors). However, it could be easily abused by zergers to counter overcading: Create a new survivor alt, move it to the building, and use it as a bridge for the main alt. To get around that, Rescue Pull should trigger zerg flags between the involved alts if they use the same IP, and automatically fail if it detects them. -- Spiderzed 13:55, 21 July 2010 (BST)

Didn't think of that, but I like that idea. It certainly solves the problem. Shadok 14:03, 21 July 2010 (BST)

Feeling People Up

Timestamp: --VVV RPMBG 02:21, 18 July 2010 (BST)
Type: Balance
Scope: Dark Buildings
Description: Currently, dark buildings halve everything to do with attacking but one: Tangling Grasp. It still gives the 10% boost it normally would, giving claws a power of 1.05 Damage Per AP (DPAP) and teeth a power of 1 DPAP. Logically, when blinded, it would be vastly easier to hurt something if you could feel it's location. In fact, it would be almost as easy as if you could see them. Thus, I propose that Tangling Grasp be made to be twice as effective in the dark. In no case could this make it a zombie more powerful in the dark than light. What is would do is (when you're holding someone) raise the power of claws to 1.35 DPAP and teeth to 1.4 DPAP. This means that a fully leveled zombie in a dark building would want to claw for grasp, bite for power, drag for boost. It makes it a little more interesting, realistic, and makes dark buildings more of neutral ground; Survivors currently have the advantage of controlling the lights.

Check for dupe, run the numbers, consider the implications, and point out the glaringly obvious flaw that I've overlooked. Go!

Discussion (Feeling People Up)

No dupes, but I feel it's kinda unfair that only one zombie skill maintains superiority in the dark, giving zombies, if not small, slight advantage. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:25, 18 July 2010 (BST)

Are you suggesting that this idea is too small a change, or possibly even too simple? --VVV RPMBG 04:24, 18 July 2010 (BST)
No, I just think survivors should have something similar. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 05:21, 18 July 2010 (BST)
Oh? When I fall, I'll weep for happiness 05:26, 18 July 2010 (BST)
Something similar to do stuff in dark buildings without a genny. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 05:29, 18 July 2010 (BST)

I like this. Currently zombies have to work counter-intuitively in dark buildings, GKing last instead of first as should be done. This would help address this. When I fall, I'll weep for happiness 04:03, 18 July 2010 (BST)


Pre-Death Rattle 'Barhah!'

Timestamp: BOSCH 22:11, 16 July 2010 (BST)
Type: Zombie speech flavour addition
Scope: Zombies without the 'Death Rattle' skill only
Description: Very simple, all I wish to suggest is that the phrase 'Barhah!' be added to the speech options for zombies without the 'Death Rattle' skill. Why? This word is the universally recognized phrase of zombie reverence and unity, and babah zambahz should be able to shout 'Barhah!' into the cold, dead night, just like their more linguistically accomplished brethren.

Discussion (Pre-Death Rattle 'Barhah!')

You know, until you said this, I didn't realise that barhah wasn't on the default speech list - I'd always assumed that that was the origin of the word, much like mrh. I'd definately be for this. When I fall, I'll weep for happiness 22:15, 16 July 2010 (BST)

Not really feeling this idea, I always thought that you bought Death Rattle just to say BARHAH! and it is BARHAH! not barhah! a lower case barhah! does not mean the same thing. BARHAH! is like a right of passage. I think that those of use who wish to say it should say it right, or not say it at all. I don't want to see the next generation of zombies saying "barhah!" because thats how it is spelled in the game, no it is spelled BARHAH! and that is what should be taught. 22:32, 16 July 2010 (BST)

I know what you mean, I shout "BARHAH!" with RRF every night, full caps and an exclamation mark to truly emphasize the power of the word. And it feels good, it feels right. I did, however, make a conscious decision to suggest as 'Barhah!' as to stay stylistically true to the six existing expressions. Thanks for the comment, if anyone else has this reservation, please let me know. --BOSCH 22:55, 16 July 2010 (BST)

I'd vote keep. BARHAH! -- Adward  22:40, 16 July 2010 (BST)

Supporting.--Yonnua Koponen Talk ! Contribs 22:43, 16 July 2010 (BST)

I like this, babahz have as much right to yell "BARHAH!" as any other zambah.--KyleStyle 22:48, 16 July 2010 (BST)

I'm still going to edit conflict you all the time. MUAHAHAHAHAHAHA! *cough*-- Adward  22:52, 16 July 2010 (BST)

Cough --RosslessnessWant a Location Image? 22:53, 16 July 2010 (BST)

"I didn't see nothing, I didn't see how he died..."--BOSCH 22:58, 16 July 2010 (BST)
Had a feeling there was one D: -- Adward  22:59, 16 July 2010 (BST)

Suggestions up for voting

Subway Tunnels - Discussion moved to Suggestion talk:20100714 Subway Tunnels.