Developing Suggestions: Difference between revisions

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I'm going to go ahead and say it ''is'' a dupe, in that it accomplishes very little that mobile phones and spray cans don't already do. Communication really isn't a weak point in the game. Though if fixtures (generators, transmitters and maybe the smashable ornaments) could be 'sticky noted', with say one note per block to reduce the inevitable yellow carpet, and the functionality preserved except for an additional 1 XP smash bonus for zombies breaking any item that's been stickied, I could maybe get behind it. I also suggest a harsh character limit for realism, maybe half of that allowed for grafitti. {{User:Misanthropy/Sig}} 18:43, 18 November 2010 (UTC)
I'm going to go ahead and say it ''is'' a dupe, in that it accomplishes very little that mobile phones and spray cans don't already do. Communication really isn't a weak point in the game. Though if fixtures (generators, transmitters and maybe the smashable ornaments) could be 'sticky noted', with say one note per block to reduce the inevitable yellow carpet, and the functionality preserved except for an additional 1 XP smash bonus for zombies breaking any item that's been stickied, I could maybe get behind it. I also suggest a harsh character limit for realism, maybe half of that allowed for grafitti. {{User:Misanthropy/Sig}} 18:43, 18 November 2010 (UTC)
:Actually yes, a little note could be placed on a generator or radio. You could give credit to the person who placed the generator. Or say what station the radio should stay on.--[[User:Keepster33|keepster33]] 23:36, 18 November 2010 (UTC)
:Actually yes, a little note could be placed on a generator or radio. You could give credit to the person who placed the generator. Or say what station the radio should stay on.--[[User:Keepster33|keepster33]] 23:36, 18 November 2010 (UTC)
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===Chainsaw===
{|
|'''Timestamp:''' {{User:Dezonus/sig}} 22:43, 12 November 2010 (UTC)
|-
|'''Type:''' New Weapon
|-
|'''Scope:''' Survivors
|-
|'''Description:''' What Zombie apocalypse is complete without at least one lunatic running around with a chainsaw?
*'''Base damage per hit''':  5.
*'''Base to hit %''': <s>10%</s> 15% (Raised due to loss of skill).
*'''Upgraded to hit %''': Hand to hand combat + 15%, Body Building (Because you're stronger) +5%, <s>new '''Lumberjack''' skill, +30%</s>.
*'''Any other special abilities''': ''Highly affective on Baricades. Attacking a fueled generator risks blowing it up, causing 10hp damage to yourself (May kill you). <s>A chainsaw can be heard from a couple of blocks away</s>.
*'''Encumbrance''': 10%, making it heavier than all other weapons except toolbox and fuel can
*'''Type of ammo used and how much ammo comes per ammo item found''':  Fuel can, 10 encumbrance = 10 fuel = 10 ammo
*'''How does it reload and how many shots can it hold''': Either: New adition to fuel can to use on generator or chainsaw, or, left clicking on chainsaw will reload/refuel it if fuel can is present in inventory.
*'''Where is it found''': Mall hardware stores, Factories, Warehouses, Junkyards, occasionally parks
'''Pros:'''
*Weapon is as effective as firearms
*Easy to reduce barricades if necessary
*Explosions will be useful for parachuters
*<s>Noise could be used to lure Zombies into a trap</s>
*Great for RP purposes
'''Cons:'''
*Heavy
*Carrying much spare ammo is not possible, as it is 10% encumbrance per can
*<s>Noise can draw unwanted attention</s>
*Ammo is a bit harder to find than firearm ammo
*Low accuracy, being a max of 35%
|}
====Discussion (Chainsaw)====
Other than this being a dupetacular dupe, the sound is text spam, it ''is'' a firearm - it needs refuelling and that's the only distinction in Urban Dead - and I'm pretty sure it would be by far the most powerful weapon when it gets to 50% to hit, deals more damage than a pistol and has far better fuel capacity.--{{User:Yonnua Koponen/signature‎}} 22:54, 12 November 2010 (UTC)
:Also I'm seriously not keen on further weapon-specific skills. Knife and axe I can forgive because they're quite simple objects and are relatively everyday in their use, picking up a degree of proficiency in them through usage is very grokkable. Suddenly becoming a lumberjack (and having buttered scones for tea) in a quarantined city makes little to no sense. {{User:Misanthropy/Sig}} 22:57, 12 November 2010 (UTC)
::Ditch the skill and the noise. Even if it was perfect, and had Chuck Norris and Jesus Christ come down from on high in front of all the wiki-ers to give a joint seal of awesomeness I doubt it won't be bogged down by spam by the time it gets out of suggestion.-{{User:Luke Leimer/sig}} 02:20, 13 November 2010 (UTC)
Revision 1: lost Skill and noise, raised base accuracy to 15%, but max is now only 25%. Please comment below this message {{User:Dezonus/sig}} 12:46, 13 November 2010 (UTC)
:Not overpowered, good usage for fuel, etc. I like it. Personally, I think flavour weapons generally should be weaker than normal, because their main significance arsies from their presence as flavour. No one uses a cricket bat or a beer bottle except to make a point. -{{User:Luke Leimer/sig}} 17:53, 13 November 2010 (UTC)
Firstly, no to having it in factories and hardware stores. I don't want my chances of finding a genny diminished. --{{User:Rosslessness/Sig}} 17:55, 13 November 2010 (UTC)
:Warehouses and Parks would both be sensible, and also offer nothing to create the DSR issue. --{{User:Spiderzed/Sandbox/Sig}} 17:58, 13 November 2010 (UTC)
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===Self Harm mk 2===
{|
|'''Timestamp:''' {{User:Misanthropy/Sig}} 21:13, 7 November 2010 (UTC)
|-
|'''Type:''' New skill
|-
|'''Scope:''' Mostly death cultists
|-
|'''Description:''' Text is copied from an old suggestion of mine, changes marked in red.
There's been a few suggestions that would aid death culting and parachuting in general, such as self-infecting or gunshot suicides, but mostly it's an issue of power, being shot down due to the idea of easier parachuting circumventing barricades, and therefore saving huge amounts of AP. Well, in order to circumvent the AP imbalance, how about allowing a character to {{C|#990000|purchase a new Civilian skill, Self Harm, for the usual 100xp. This allows them to attack themselves with their bare hands, dealing an automatic 1 damage for 1 AP; or if armed with a knife, for 2 damage for 1 AP with a 75% success rate. That way, without an infection, a new-revived cultist with a knife can spend around 18-20 AP trying to kill themselves, or 30 AP without a knife - the former of which is, admittedly, a saving on infection - the crucial difference being that an infected parachutist can spend the AP barricading for a pinata, searching for items, or attacking characters or generators, whilst a self-harming character spends the AP with the sole aim of reducing their health. Unarmed attacks are incredibly AP-inefficient, but are also very reliable if in a tight patch}}. This would be a much weaker way of doing it, but is more reliable in that it can't be FAKed away. The imperfect accuracy balances out the knife's higher damage, and flavour-wise can be explained by using {{udspan|You attempt to slash yourself with your knife, but can't bring yourself to do it.}} as the miss text. Successful hit text would be {{udspan|You slash yourself with your knife for 2 damage.}} {{C|#990000|Unarmed, the automatic hit would produce }}{{Udspan|Clawing at yourself in agitation, you injure yourself for 1 damage.}} {{C|#990000|Obviously this would give no experience to the player using it.}}
|}
====Discussion (Self Harm mk 2)====
Would the effect stack with a standard infection? -{{User:Luke Leimer/sig}} 22:50, 7 November 2010 (UTC)
:I see no reason why not, adding further exemptions to infection seems unintuitive to me. {{User:Misanthropy/Sig}} 20:20, 8 November 2010 (UTC)
Meh, something in the flavour of "learning to hurt yourself" seems too wrong to me. I think the most logical thing is what the game implements already: jumping off windows. Of course, it helps none in parachuting... {{User:Monstah/Sig}} 00:50, 8 November 2010 (UTC)
:You could also argue that "learning to be more rotted" or "learning to get hired" also make little sense - skills seem more like the by-product of experiencing the events that gave you XP rather than consciously sitting down and teaching yourself something. {{User:Misanthropy/Sig}} 20:20, 8 November 2010 (UTC)
Hasn't this like.. Been suggested several time? --[[User:Zamins|Zamins]] 20:27, 12 November 2010 (UTC)
:I do believe the "mk 2" may key you into that one. Also the direct admission that I ran a previous version through DS too. {{User:Misanthropy/Sig}} 22:33, 12 November 2010 (UTC)
----
===Lighthouse===
{|
|'''Timestamp:''' [[User:Necrofeelinya|Necrofeelinya]] 06:10, 5 November 2010 (UTC)
|-
|'''Type:''' New Building
|-
|'''Scope:''' Everybody, the map
|-
|'''Description:''' I'm putting forward this suggestion for a couple of reasons.  First, the hardcore city design I've been rarely working on as a hobby is scheduled for completion some time around February of 2073.  I thought certain features of it might be worth introducing in case other, speedier individuals wanted to make use of them in their own map designs, if such designs exist, and to give people an opportunity to encourage Kevan to use it in any future city plans he may have if such plans come about before the next 60+ years have passed.  I happen to like this idea, and would like to see it included in a future city if any plans happen to be in the works for another "hardcore" map. 
Second, though clearly the basic idea is pretty well hacked out here, I figured I could use some slight assistance tweaking it in terms of external messages, suggestions about the range at which such messages are visible, whether it's even possible to install two gennies in a building and if not what sort of substitute might be made, and what items should be available in a lighthouse, as well as suggestions of % chance of finding each of them.  As with my previous suggestion, buffnerfbuffnerfbuffnerfbuffnerfbuffnerf, and references to ritual animal slaughter are also welcome. 
{{Locationblock|
suburb=Lighthouse|
coordinates=0,0|
location_type=Lighthouse|
NW_location=beach|NW_color=beach|
N_location=field|N_color=field50|
NE_location=field|NE_color=field50|
W_location=beach|W_color=beach|
This_location=Lighthouse|location_color=Lighthouse|
E_location=road|E_color=road|
SW_location=beach|SW_color=beach|
S_location=field|S_color=field50|
SE_location=field|SE_color=field50}}
A Lighthouse is tall structure with a powerful light at the top, designed to warn ships at sea of coastal dangers.  It has little value as a Tactical Resource Point, but is unique in another fashion.  When a player installs a generator in a lighthouse, it functions as normal... the building becomes lit, but the signal light does not turn on.  Players have the option of installing a second generator to turn on the signal light, in which case the signal light becomes visible to all players on the map, and gives a vague indication of distance and a precise direction to the lighthouse.  A lighthouse has no specific interior description, other than to say "You are standing in a lighthouse", but is subject to [[Ruin]] and [[Decay]], along with the accompanying interior and exterior descriptions.  When the main light is powered by a second generator the following descriptions are added to all players' screens, depending upon distance from the lighthouse and with (direction) being the most direct route to the lighthouse out of a choice of the 8 possible movement directions on the mini-map:
*1-10 squares away:  "Nearby to the (direction) you see the bright beacon of a lighthouse"
*11-25 squares away:  "To the (direction) you can make out a lighthouse signal"
*26-50 squares away:  "A light appears off in the distance to the (direction)"
*51-75 squares away:  "Far to the (direction) you can see a light shining"
*76-99 squares away:  "To the (direction) you can barely detect a light flickering very far away"
If [[fog]] is implemented in-game again, the lighthouse will still be visible when powered, but only to a limited degree.  Then the following messages will be seen by players:
*1-5 squares away:  "To the (direction) a bright light cuts through the fog"
*6-15 squares away:  "A light can be seen signaling through the fog to the (direction)"
From 16 or more squares away the lighthouse cannot be seen through fog, and the light does not allow players to better see their surroundings, it only indicates the direction of the lighthouse.  Both generators must be fueled for the signal light to work, if either one runs out of fuel, the signal light goes out.
 
Items found in lighthouses are:
*newspaper
*flare gun
*radio
|}
====Discussion (Lighthouse)====
Question: Where would this lighthouse be?--{{User:Yonnua Koponen/signature3‎}} 11:44, 5 November 2010 (UTC)
I love it! Malton basing it is a problem. But its still a fantastic idea. --{{User:Rosslessness/Sig}} 12:07, 5 November 2010 (UTC)
I like it a lot as well. You could do something similar with stadiums and stadium lights to make the general concept a little more Malton-friendly. Lighted stadiums are easy to see from a distance. -[[MHS|<span style="color: Black">'''MHS'''</span>]][[User_Talk:MHSstaff|<span style="color: DarkBlue">'''staff'''</span>]] 16:47, 5 November 2010 (UTC)
:The idea isn't meant to be implemented in any current map, it's for any future city Kevan may be considering if he plans to ever create another.  Being a lighthouse, it would require coastal areas, and no current city has those.  For Malton, a similar idea with lighted stadiums isn't a bad concept, but since I don't play Malton I don't really think about Malton mods much.  It's also in case anyone else is designing a map proposal, just as I <i>very, very slowly</i> am, and might want to incorporate it.  Apart from that, I was just hoping for a few refinement suggestions.  If this suggestion went to Peer Review, it would just basically be saying "Hey Kevan, we like this idea and would like to see it in some form, somehow".  He could figure out what he wanted to do with it, if anything, himself.--[[User:Necrofeelinya|Necrofeelinya]] 08:18, 6 November 2010 (UTC)
::Can I at least get an answer as to whether it's possible to install 2 gennies in a building at the same time?  Anyone?--[[User:Necrofeelinya|Necrofeelinya]] 06:10, 12 November 2010 (UTC)
----
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Revision as of 22:47, 23 November 2010

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Suggestions

Sticky Notes

Timestamp:--keepster33 21:57, 16 November 2010 (UTC)
Type: New Items
Scope: Survivors
Description: I've felt that for the longest time that this particular zombie apocalypse is missing a certain human element. And for this reason I feel that we're overdue for sticky notes. The sticky notes could come in packs of 5 to 10 where upon use you see You stick a note to the wall "Pick up eggs, milk, and brains." (Uses 1 Ap of course) Upon seeing it you receive the message You see a note on the wall "Pick up eggs, milk, and brains."

Any person in the building can tear one down per 1 Ap You rip a sticky note from the wall tearing it up and throwing it on the floor

And only 5 notes could be up at a time (in order to reduce server stress.) You tear down the oldest note and replace it with your own stating "Already went to the store." It's similar to spray paint, but it has a different flavor. And yes they can stack on top of spray paint.

Discussion (Sticky Notes)

I am almost absolutely positively certain this is a dupe. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:17, 18 November 2010 (UTC)

Re: I looked through the duped suggestions as well as frequently suggested and found nothing of the sort. If you have a link to "post it's" or "sticky notes" I'll gladly take this suggestion down.--keepster33 02:54, 18 November 2010 (UTC)
I am 100% certain it is in the 2006 suggestions archive, but I can't be bothered to look through it right now. Perhaps later. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:08, 18 November 2010 (UTC)
I found this. It's similar but not quite the same. [[1]] --keepster33 03:24, 18 November 2010 (UTC)
I'm 75% certain there is another one lurking around somewhere... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:26, 18 November 2010 (UTC)
Alright I'll keep looking. --keepster33 03:27, 18 November 2010 (UTC)
Crap in a hat. I looked through all of 2005 and 2006's rejected archives as well as all of non-archived rejected suggestions. And not a single sticky note, post it note, or just notes was suggested. I've looked through enough venues to not feel like an asshole if this is a dupe. I wash my hands of the search.--keepster33 15:18, 18 November 2010 (UTC)
OK, well, I thought there was something around. I'll now run a search to to be sure. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:39, 18 November 2010 (UTC)
Thanks. If you find it let me know.--keepster33 18:03, 18 November 2010 (UTC)
Not Sticky Notes, but I found Bulletin Boards with a similar mechanic. But not a dupe. You're free and clear. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:05, 18 November 2010 (UTC)

I'm going to go ahead and say it is a dupe, in that it accomplishes very little that mobile phones and spray cans don't already do. Communication really isn't a weak point in the game. Though if fixtures (generators, transmitters and maybe the smashable ornaments) could be 'sticky noted', with say one note per block to reduce the inevitable yellow carpet, and the functionality preserved except for an additional 1 XP smash bonus for zombies breaking any item that's been stickied, I could maybe get behind it. I also suggest a harsh character limit for realism, maybe half of that allowed for grafitti. When I fall, I'll weep for happiness 18:43, 18 November 2010 (UTC)

Actually yes, a little note could be placed on a generator or radio. You could give credit to the person who placed the generator. Or say what station the radio should stay on.--keepster33 23:36, 18 November 2010 (UTC)

Suggestions up for voting

XP for Feeding

Moved to Suggestion talk:20101105 All Zombies Feed on Corpses; Feeding Grants 1 XP --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:15, 5 November 2010 (UTC)