Developing Suggestions: Difference between revisions

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====Discussion (Tags)====
====Discussion (Tags)====
I like it.--[[User:Shortround|Shortround]] 22:04, 1 January 2012 (UTC)
I like it.--[[User:Shortround|Shortround]] 22:04, 1 January 2012 (UTC)
Has potential to encourage obnoxious players, but hey ho, we need to encourage players somehow. Suggest making it cost 1AP, at least.--{{User:Mallrat/sig}} 14:11, 8 January 2012 (UTC)
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Revision as of 14:11, 8 January 2012

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

Fashion Sense

Timestamp: JonPyre 23:02, 6 January 2012 (UTC)
Type: Survivor Skill
Scope: Informational skill
Description: Fashion Sense would be a civilian skill requiring Shopping as a prerequisite.

It would grant players a 1 AP "Fashion Sense" button that allows them to instantly scope out the clothing worn by every player and zombie in the room. For example, let's say there are two other players in the room "Bill" and "Phil", and two zombies not on your contact list. After clicking Fashion Sense you might see this:

  • Bill is wearing a gasmask, a blue t-shirt, and a pair of black shoes.
  • Phil is wearing a red baseball cap, a bloodstained dark red waistcoat, and a pair of sandals.
  • A zombie is wearing a bloodstained Malton zoo T-Shirt and a bloodstained toe tag.
  • A zombie is wearing a bloodstained pair of safety goggles and a bloodstained lab coat.

A single click would show the clothes of every other player in the room, it would not require a new click and new AP spent for each person.

This does not violate zombie anonymity as it does not link to the zombie's profile (unless they're already on your contacts list) and does not reveal their playername.

The main use of this is to quickly identity groups that use uniforms. For example, if the Ridleybank Resistance Front decided to adopt a chef's hat as their uniform, it would be terrifying to look at a crowd of zombies and see that 25 of them have chef's hats on.

Also it would allow players to admire zombie fashion sense, even if they aren't attacked.

Zombies that purchase the skill in life would also be able to use fashion sense in death.

Discussion (Fashion Sense)

Dear god no.--Shortround 00:53, 7 January 2012 (UTC)

Urban Dead, now sponsored by Bravo.--Alice Gravesend 02:04, 7 January 2012 (UTC)

It should be terrifying to look at a crowd of 25 zombies, full stop. Sadly there are hardly any such 'hordes' left in Malton.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 14:05, 8 January 2012 (UTC)


Tags

Timestamp: Kelenius 15:40, 30 December 2011 (UTC)
Type: Skill change
Scope: Survivors with tagging skill
Description: When someone with a tagging skill makes a graffiti, he can put his tag after it. So, there's two options: simply make a graffiti, or make a graffiti and tag it. When another survivor with this skill sees a tagged graffiti, he can read the tag.

It will look like Somebody has spraypainted ... onto a wall and tagged it if you don't have "Tagging" skill, and Somebody has spraypainted ... onto a wall and tagged it as Player if you have it.

Discussion (Tags)

I like it.--Shortround 22:04, 1 January 2012 (UTC)

Has potential to encourage obnoxious players, but hey ho, we need to encourage players somehow. Suggest making it cost 1AP, at least.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 14:11, 8 January 2012 (UTC)


Recognise contacts over the radio

Timestamp: ~~ Chief Seagull ~~ talk 09:08, 28 December 2011 (UTC)
Type: Game mechanic (minor tweak)
Scope: Survivors
Description: The city's radio system works fine, but it's missing one little detail: the ability to recognise just who is speaking. No big deal if it's a total stranger, but if the broadcast is being made by someone you're aquainted with (i.e. they're on your contacts list), you should be able to recognise their voice. So, instead of reading 25.92 MHz: "Hello Kitty FTW!!", you would instead see something along the lines of 25.92 MHz: "Hello Kitty FTW!!" (you recognise the voice as that of Cutey Snugglekins).

Discuss / shoot down in flames. And apologies if this has already been suggested, but I couldn't find anything in the archives.

Discussion (Recognise contacts over the radio)

I like it. --Shortround 15:28, 29 December 2011 (UTC)

I would say unneeded, I kinda like the anonymity of radio as well. You could explain the lack of names in game by the the radio signals being distorted or something, static maybe.        18:07, 29 December 2011 (UTC)

I could see this as a useful filter for spam, especially with extensions. --Karekmaps 2.0?! 04:09, 31 December 2011 (UTC)

I'm sure this happens already. =/ Either that or it's a dupe. -- Cheese 14:30, 1 January 2012 (UTC)


Turn ?rise and ?dump URL spamming tactics into legitimate game mechanics

Timestamp: Yoshi54 07:42, 23 December 2011 (UTC)
Type: New skills (2 of them)
Scope: everyone
Description: I believe that something needs to be done about ?rise and ?dump spamming. Some players feel that it's cheating, and find it frustrating. I can sympathize with that, even though personally, I feel like it's just another aspect of the game. However, I also feel that it makes the game feel jury-rigged and unpolished, especially in the way that it turns server calls into an in-game resource. Also, I would expect the URL spamming creates undue server load. I think some players would be opposed to simply fixing the game so ?rise and ?dump spamming would be impossible, on the grounds that it would change the balance of the game. So here's the solution I propose:

Create two new skills. The first will be a zombie skill designed to replace ?rise spamming. I call it "Tenacity". It'll have no prerequisites, and cost 1 AP. Tenacity will have a button that you can press at any time. Once activated, the next time you are killed, you will automatically and immediately rise, thwarting conventional attempts to dump your body. This will happen even if you lack the necessary AP. So, like repairing ruins, you can end up with negative AP as a result of using this skill. If you change locations before you are killed, you lose the effect of tenacity. So, zombies attacking a mall, for example, will only benefit from casting it once they're inside. The tenacity button will change color and become unclickable when you already have it active, but other players won't be able to tell that you've used it. This skill won't crossover.

The second skill will be for survivors, to replace ?dump spamming. I call it "defenestrate". It will be a zombie hunter skill, with the prerequisite of being level 10, and costing 1 AP. Defenestrate will have a button that you can press whenever you're at a location where it would be possible to dump a body. Once activated, the next time a zombie is killed in your location, you will automatically and immediately dump their body outside, even if the zombie has tenacity activated. So defenestrate preempts tenacity in a manner similar to how ?dump spamming counters ?rise spamming. Because dumping a body costs 1 AP, you can end up with -1 AP from using this skill. If you change locations before defenestrate is activated, you lose its effect and have wasted the 1 AP you used to cast it. This skill won't crossover, it wouldn't make any sense if it did.

Notice that ?rise and ?dump spamming will still be possible. The hope is that since tenacity and defenestrate would be cheap skills to use, all but the most stingy players would prefer them to URL spamming. Especially since they would more consistent in their results, easier to use, not eat up server calls, and not require players to stop doing other things in order to employ them. Also, note that tenacity would preempt ?dump spamming, and defenestrate could be used to counter ?rise spamming.

All feedback welcome, and I'm particularly interested in other ways of implementing this general concept that wouldn't violate the "no auto-attacks" guideline.

Discussion (Turn ?rise and ?dump URL spamming tactics into legitimate game mechanics)

Automatic actions are the bane of Urban Dead's existence. Also with using ?rise or ?dump I believe the player sacrifices IP hits to do so which means they may foil a survivors attempt at getting rid of them or they might just put all their characters out of action for a day, waiting for the IP hits to reset. Risk & Cost = Reward.        14:01, 24 December 2011 (UTC)

As Mazu, above, but also considering the asynchronous way the game is coded, there's simply no way this is going to be implemented. ᚱᛁᚹᛖᚾ 07:25, 30 December 2011 (UTC)

No.. --Karekmaps 2.0?! 04:10, 31 December 2011 (UTC)


Ropes

Timestamp: Sideflanker 20:43, 20 December 2011 (UTC)
Type: Item
Scope: Survivors
Description: Found in various places (have yet to put thought into search percentages), the rope is used to haul survivors into buildings with barricades over VSB+2 in the following fashion:

1: The rope is tossed out a window by a player inside (1 AP)

2a: player leaves the building somehow and ties a survivor onto the rope (1 AP + AP used to exit building)

2b: survivor ties himself onto rope (1 AP, unable to move)

3: 2 players inside the building tug rope up and untie survivor (2 AP, one action)


Commands:

Humans:

Throw rope out window

Check rope: you tug on the rope, checking the weight (nothing, light, medium, heavy, strained)

Haul up rope: only if nothing tied to it. After 5 days rope becomes unusable

Pull on rope: Requires at least 2 players to doing this to haul someone up. Doing anything but speaking causes you to release rope

Reinforce rope: Uses pipe, forces 1 extra zombie to pull down rope

Tie self on rope: prevents movement

Tie x to rope

Tug rope (outside): Requires you to be attached, indication inside building

Zombies:

Chew rope: destroys rope, based on teeth hit percentage.

Pull on rope: If 5 more zombies than player(s) pull on the rope, they will tug player(s) out window and kill them (if any players are pulling on rope). If no players on other end, requires 1 zombie (2 if reinforced)


Limitations: Cannot pull up zombies or dead bodies


Other Stuff to know: If Survivors pulling > zombies pulling by 5, will pull survivor up


Fun stuff: TUG OF WAR!

Discussion (Ropes)

I really like that you're providing a way for survivors without free running to enter EHB buildings. I think the idea needs to be simplified, though. Right now, it violates the "don't create multi-step skills" guideline. Yoshi54 14:44, 23 December 2011 (UTC)

as pro-survivor as i am... don't like this suggestion ...lower level zombies need "street treats" ...and Malton needs level 10+ zombies atm Son of Sin 00:04, 27 December 2011 (UTC)


linking the maps

Timestamp: Henrypotter 08:43, 19 December 2011 (UTC)
Type: map
Scope: malton, the other two maps that are under quarentine
Description: edit the game so that malton is connected to.the other two towns in the game that currently cannot be entered anymore. Everything in malton can be brought over and used in the other two towns, and vice-versa.

Discussion (linking the maps)

Given the number of active players is at a historical low, I reckon there's not enough people to support the increased sparsity we'd end up with if the playable area increased this much. Shame! --Karloth Vois ¯\(°_o)/¯ 22:38, 26 December 2011 (UTC)

We should cut off 1/4 of the map if not more.        23:10, 26 December 2011 (UTC)
50 suburbs ...75 is still too many Son of Sin 00:04, 27 December 2011 (UTC)
50? Fuck that. 1 suburb. That's all we need. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:40, 27 December 2011 (UTC)
South Blythville since it has 4 NTs, 3 fuel sources, a mall, and 12 dark buildings ...Bounty Hunters vs PKers vs Survivors vs Zombies vs Trenchies ..and no zerging of course ...would definitely be more entertaining than the current state of Malton Son of Sin 12:20, 27 December 2011 (UTC)

Suggestions up for voting

The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.

There are currently no suggestions up for voting.