Developing Suggestions: Difference between revisions

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Yes, I'm still pushing for a city with limited supplies. --{{User:Axe Hack/Sig}} 14:58, 15 November 2012 (UTC)
Yes, I'm still pushing for a city with limited supplies. --{{User:Axe Hack/Sig}} 14:58, 15 November 2012 (UTC)
Bump. --{{User:Axe Hack/Sig}} 00:54, 23 November 2012 (UTC)
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Revision as of 00:54, 23 November 2012

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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

Collectible Mall Postcards

Timestamp: A Big F'ing Dog 21:27, 22 November 2012 (UTC)
Type: Novelty Item
Scope: Survivors and Zombies
Description: Here's an idea for a fun mini-game that could exist within the overall game of Urban Dead.

Searching in any unruined mall could have a chance of giving you a postcard for that mall. For example, a "Caiger Mall Postcard" or "Ackland Mall Postcard".

Mall postcards would take up 0 inventory space, but you're only able to collect one for each mall. Finding a second one for the same mall would give you a message like "You find a Bale Mall Postcard but discard it because you already have one."

Zombies would also randomly find them after killing a survivor inside a mall, but to signify the item was collected while dead it would be covered in blood, "Blood-Splattered Mitchem Mall Postcard". "You find a postcard on the floor near your victim and pick it up."

It would be a fun goal, for your own entertainment, to travel around the city and collect the complete set. And if you don't want to collect postcards you'd be able to select them as an item to auto-discard.

Discussion (Collectible Mall Postcards)


Hardcore City

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 06:37, 15 November 2012 (UTC)
Type: New City/New Game Type
Scope: Everyone
Description: I'm too lazy to type right now as it's about 1:30AM on a Wednesday night, so I'll keep this as short and simple as possible.

Brand new city of 50 blocks of 10x10 (to accommodate the size of the current player base). No NT buildings or items. Supplies are limited. There will be a time limit of one month, and as such, there will be a "Last man standing" leaderboard and other such leaderboards. After one month is up, and scores are tallied, everything resets (all characters' levels are returned to Lv1 and are returned to survivor status, and will be included in the next round assuming the player registers them for the next round). No Zombie starting class (keep reading. I'll explain why). Registrations for this city are open one week before a round begins, and closes as soon as the round starts. 1-5 registered players will randomly be chosen to begin with an Infection status. Infections cannot be cured.

The basic concept of this suggestion was to introduce a new possible game type meant to see whether players will band together and ration their limited supplies, or whether they will get greedy and attempt to hoard as much of the supplies all for themselves.

Discussion (Hardcore City)

I apologize for some of the poorly constructed sentences. I was trying to keep this short. Didn't realize in doing so, I would be making this sound like a newspaper ad. Don't worry. The actual suggestion, assuming this makes it that far, will not be worded like this. >_> --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 06:38, 15 November 2012 (UTC)

Not a fan at all, I'm afraid. It sounds like Q2019 to me, except with slower leveling and less zombies, meaning that the one month timeframe will result in massive numbers of survivors alive at the end each time, I should think. After all, if you're not creating the majority of your zombies until partway through the time, they won't have time to level up sufficiently to be a real threat. As a result, PKing will play the decisive role in deciding whether or not the city survives the month, but I doubt there would be enough PKers to wipe enough people out in that time (unless the turnout was extremely poor). Aichon 06:58, 15 November 2012 (UTC)

So. 5 players are infected. It's incurable. So why would they even play? They've got 50ap until they die. Meh. The zombie threat will be non existent, the xp gaining will be terrible. (Pking is a terrible way to gain xp) so it's the hack and heal game all the way. Except.... there's limited faks. So xp gain in all circumstances would be at a crawl. The only way I seeing it work was if a group had a friendly zombie who didnt mind dying every day.
Better suggestion. Normal game rules, but make infection incurable and headshots fatal for all. --Ross Less Ness Enter Stranger... 09:49, 15 November 2012 (UTC)
I agree with Ross here and Aichon here: the one month time-limit is miserable and will prevent actual player culture. In Q2019, I didn't see any regions or locations that were actually symbolic like the Caigers and Ridleybanks of UD. Player culture enables RP and immersion, which are vital for low-tech games like these. PB&J 11:37, 15 November 2012 (UTC)

Let's try this one then:

  • Headshots are fatal
    • Headshots are a limited chance to activate skill (just adding this one here to keep survivors from becoming too powerful, much like how the other perma-death cities were with Perma-Headshot)
  • Incurable Infections
    • OK, not 100% incurable, but FAKs will become a limited chance to heal Infections item
  • Supplies are limited
    • Not completely limited. 5 random barricaded buildings in each suburbs will be resupplied via airdrops each week

Yes, I'm still pushing for a city with limited supplies. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:58, 15 November 2012 (UTC)

Bump. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:54, 23 November 2012 (UTC)


Expanded EMR Targets

Timestamp: Bob Moncrief EBDW! 03:19, 8 November 2012 (UTC)
Type: Radio/Flavor Change
Scope: The External Military Reports channel broadcasts (24.96 MHz)
Description: As things currently are, EMRs will, at the end of a given broadcast, report on the status of up to two NecroTech buildings in the suburb in question, malls or forts in a suburb, if there are any. (Suburbs like Mornington which have no such buildings never have these addenda, only the clauses on number of zeds, up to one horde, powered status and infrastructure status.) Therefore, the only way that a building that is not one of these building types can get mentioned is in the form of the second element, which describes a building (I believe of any type) outside of which a horde of "a few" (I believe around five) or more zombies is gathered; or if it is "the only building with lights on" (I'm not sure if non-"Building" buildings can receive this status).

This proposal is to expand the possible targets for discussion of the final clauses of the report to include all building types, as long as they are building squares and not open spaces. So, for example, the following report would be possible:

25.96 MHz: "... can see maybe a dozen on the streets of Mornington ... maybe a dozen outside Pincher Library ... a lot of buildings with lights on ... only a few buildings damaged ... Mainstone Auto Repair is being held ... the Ripley Motel is out of action ..." (9 hours and 24 minutes ago)


As things currently stand, the final two clauses of the previous report would be left out.

This would have four main effects:

  1. It would make EMRs more fair across suburbs. Some "nice-building-heavy" suburbs (e.g. Shearbank) currently have at least one building report, sometimes two, at the end of their EMRs, while others (e.g. Mornington) never have any.
  2. It would expand flavor. As it is, those who follow EMRs pretty much just learn about NT statuses, while being mystified about the fates of the libraries, banks, museums, towers, fire and police stations, hospitals, churches etc. across the city.
  3. It would allow those of us who update wiki building statuses based on EMRs (e.g. myself and MostlyNumb) to update the statuses of "lesser-known" buildings more frequently, something which has increased in importance since the new status-based maps, like the DangerCenter have been created.
  4. I am not sure if this would be a buff or debuff for survivors (who use the EMRs). I think debuff is more likely, as it would reduce the likelihood of discovering the status of nearby NT buildings, although with the exchange bonus of finding out about more buildings. The effects on gameplay would be minimal given that (I think) relatively few people follow the EMRs directly.

Please comment on this suggestion and let me know any alterations to make.

P.S. This is my first-ever suggestion, so if I've screwed up everything, please be kind!
P.P.S. I don't mean to hate on Mornington, but it's a great example of the flaws of the EMR system.

Discussion (Expanded EMR Targets)

I have never updated buidling statuses based on EMR reports (I can start now though). For me, having more information in the reports just implies copying/pasting a larger text (and now updating more building statuses). I never really use the wiki information about building statuses for anything. MostlyNumb 11:37, 8 November 2012 (UTC)

I think a bit more detail on the mechanics (and maybe a bit less justification, since you had me early on) would be nice. For instance, you have a ruined non-TRP getting reported in your example. Is that just a random ruined building or is preference given to recent ruins? And I'm assuming it's displacing some other information that could have been reported? Just seems like a bit of an odd thing to report at all, I guess. That said, I do agree with the overall premise, so I'd support it regardless. Aichon 15:58, 8 November 2012 (UTC)

It would be a random ruined building (as right now it reports a random (I think) NT, if there is one). The only information being displaced is the equivalent information which is restricted to NTs. Bob Moncrief EBDW! 04:32, 10 November 2012 (UTC)
Would be nice to give priority to certain buildings that are considered famous after ingame events, like The Blackmore or Quartly Library? PB&J 11:38, 15 November 2012 (UTC)

wrench

Timestamp: Heheevilme 13:09, 20 October 2012 (BST)
Type: weapon
Scope: survivors/zeds
Description: a simple wrench that does 2 damage hit ratio 10 and 25 with hand to hand combat making it 35 hit ratio accuracy 3 encumbered and can be found in factorys and auto repair station, and hardware store in mall

search rate is 4 to 6 percent

Discussion (wrench)

I don't know if we need new Survivor weapons right now. The game is skewed towards survivors, and they don't really need any more buffs. Bob Moncrief EBDW! 17:02, 20 October 2012 (BST)

Can't you already get a wrench?! A ZOMBIE ANT 02:22, 22 October 2012 (BST)

Oh, you cant. Oh well. As you can see here, we already have a bunch of melee weapons in the game. I don't know if we need more... Unless they implement cars. Maybe we'll need a wrench then. A ZOMBIE ANT 02:25, 22 October 2012 (BST)

Don't see the use right now, since it would be just another weapon nobody would use... PB&J 11:39, 15 November 2012 (UTC)

i'm still waiting for penis rockets.--User:Sexualharrison22:04, 22 November 2012


Quarantine

Timestamp: Open the Box Org XIII Alts 06:01, 20 October 2012 (BST)
Type: Malton
Scope: Everyone
Description: British forces have begun retaking portions of Malton. 25-40 suburbs would be closed, most likely by simply drawing fort borders around them. Players in those areas could be dumped (laying down) or left until next log-in and then forced to move to a neighboring suburb. This would accomplish two changes: less area and non-square playing area. Less area obviously suits the current player base. A non-square area would introduce a new movement dynamic as some suburbs may only be accessible through one other suburb or players may have to travel 40+AP to move to what used to be two suburbs away. Obviously important (malls, forts) or specifically historic suburbs should be spared elimination. "Hopefully" this would concentrate the player base, while also making artificially important areas in choke points.

Discussion (Quarantine)

If you want specifics, I'd first advise getting rid of Dulston, aka the ass end of Malton and its contaminated surrounding areas. Those mostly-unused burbs in the NW could stand to go too. --RadicalWhig 06:18, 20 October 2012 (BST)

Seriously, Roywood and Gatcombeton almost never seem to have many people (and that surprises me with Roywood, since I find it to be a fun suburb to operate in). Same goes for a few of the others. Aichon 06:45, 20 October 2012 (BST)

I personally like the idea, but I think it would step on enough people's home turf that it might actually drive more players away from the game. That might be alleviated by not quarantining entire suburbs, but instead quarantining sections that span multiple suburbs without entirely covering too many of them. In doing so, you'd be leaving more people with some of their home turf, thus giving them more reason to stay. Of course, you can't fix some issues (e.g. an HQ for a group getting quarantined). Aichon 06:45, 20 October 2012 (BST)

I was thinking simplicity, but I can't disagree that area not suburb reduction would step on less toes. I'm not convinced that removing some basically unused suburbs is going to cause a grand exodus, but removing just sections would cause even less. Hopefully, the motivation to stay after losing a HQ or such would be that what's left actually has players there. It would probably be worth trying to avoid taking the home turf of large groups. --Open the Box Org XIII Alts 01:02, 21 October 2012 (BST)

i agree with aichon on this that it would drive more players away from the game and take the fun out of it and im sure groups would not like it due to if they are active and have to move out that area it be a major pain im sure alot of people would kill this --Heheevilme 13:00, 20 October 2012 (BST)

I'm with Aichon in that although the playing space is too large, it's probably a bad idea to cut out any given suburb, given how strongly (survivor and sometimes zombie) players often identify with given suburbs. I like the idea of cutting out non-suburb-cohesive chunks of map. Bob Moncrief EBDW! 17:04, 20 October 2012 (BST)

A similar idea is having constructed borders cutting through Malton, but not actually quarantining anything off. The number of blocks would be (roughly) the same and it would create choke points in areas where the inner-border is passable. So, a failed quarantine of parts of Malton might increases the concentration of players in certain areas, if concentrating players is what you want. (I do).--  AHLGTG THE END IS NIGH! 19:41, 20 October 2012 (BST)

The reason for removing area as opposed to just the borders is all the damn empty buildings. Right now there are more squares in UD (ignoring that buildings have both an inside and outside, which makes more different places to stand) than there are players, that is horribly broken. That said, I'd take just borders over the current set-up. --Open the Box Org XIII Alts 01:02, 21 October 2012 (BST)

Food For Thought

Timestamp: Heheevilme 14:23, 17 October 2012 (BST)
Type: objects
Scope: survivors/zed
Description:

malton seems to be on the verge of alcoholism as we have wine and beer but weres the food my suggestion is food can be found in pubs,hospitals,schools,clubs,malls


5 percent no power 15 with power

food in general crisps 1hp rate in pubs and malls and schools

canned food varying from tuna,beans etc 3 hp all buildings soda 1 hp all buildings

frozen food perishes if not supplied to a building with no power via supply create only 5hp limited supply ranging from 25 will appear in a small corner which is how much food is left no search rate required simply hit tab only drops during a siege.

food grants hp but like the booze etc can not be used to heal from infection

zed foods

rotted meat 3hp ( found in destroyed buildings of the above) flesh of fallen if a zed manages to kill a person they can grant themselves 1hp back

Discussion (Food For Thought)

Food is a dupe suggestion. I'm just too lazy to search for them right now. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:24, 17 October 2012 (BST)

Am I the only one that the terrible (or lack of proper) formatting for this suggestion is bothering? --Klexur 13:57, 17 October 2012 (BST)

The guy is new, I'd give him some slack. It's good to see people having a go around here. However, as mentioned above, food has been suggested before, and is highly unlikely to be put into the game other than the little foodlett things in the game already. A ZOMBIE ANT 14:40, 17 October 2012 (BST)

LEND A HAND

Timestamp: Heheevilme 12:03, 16 October 2012 (BST)
Type: Skill
Scope: survivors
Description: allows for a person to give another person ammunition and weapon must be lowest weapon in persons pack only up to 2 times per day and cant supply ammo again to same person till next day can also give medpacks only 1 per person ( this is to prevent over abuse)

skill costs 100xp

Discussion (LEND A HAND)

Super zerg-exploitable. Need I say more? Bob Moncrief EBDW! 13:59, 16 October 2012 (BST)

This. -- †  talk ? f.u. 03:26, 17 October 2012 (BST)

how would this be exploited by a zerg if only a survivor can use it? zombies arent able to use medpacks or ammo unless you have met a zed with a gun —The preceding unsigned comment was added by Heheevilme (talkcontribs) at an unknown time.

Whoever said a zerg had to be zombie? And yes, there are zombies that could use guns. It was an awesome easter egg back in the days. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:51, 17 October 2012 (BST)

And i can see how this can be abused however multi accounts arent they monitored so your not 2 close to the original —The preceding unsigned comment was added by Heheevilme (talkcontribs) at an unknown time.

A zerg won't give a damn about that because they bypass the countermeasures with proxies. The countermeasures only work if two or more characters with the same IP are within close proximity of each other. All a zerger needs to do to bypass this countermeasure is to use proxy IPs. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:22, 17 October 2012 (BST)
changed it so that its 2 thabks for the insight axe hack —The preceding unsigned comment was added by Heheevilme (talkcontribs) at an unknown time.
Changing it from 5 times a day to 2 times a day doesn't solve the zerg abuse problem. Zergers have a near infinite amount of alts. Regardless of however much you change it, it does not stop the fact that zergers can and will use this as often as they can to their advantage. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:16, 17 October 2012 (BST)

uh-oh... A ZOMBIE ANT 13:04, 17 October 2012 (BST)



Makeshift weapon

Timestamp: Heheevilme 13:23, 14 October 2012 (BST)
Type: Skill
Scope: survivors
Description: cost would be 100 xp allows for adding spikes to Baseball Bat,cricket bat,Hockey Stick,length of pipe as well as wire this would make them more lethal depending on what you add to them spikes increases attack damage by 1 wire increases chance of hit by 5 percent of heavy objects like cricket bat and pipes and gives 10 percent if its a baseball bat or hockey stick. I got this idea watching survival horrors and gives the factorys some sort of purpose

objects you must have

1 bag of nails and following weapon

bag of nails would have to be added in game and found easily like 15 to 20 percent of searches would yeild a bag of nails in a factory ammount of room it takes up the same as a book

barbed wire and weapon barbed wire can be found 5-10 percent of searches in a factory and uses more room due to it being bulky

and be in a factory with power

ap cost 4 to make it

weapon can only have 1 or the other attached cant have both as this would make it more powerful

cumberance is doubled example baseball bat would be instead of 2 a 4

( places nails can be found harware store in mall 10 percent 15 if theres power) ( barbed wire rare 5 percent)

Discussion (Makeshift weapon)

This doesn't seem too bad, and would spice up roleplay. All we need is for someone intimately familiar with hit percentages and encumbrance to balance it properly, 'coz those seem a little high to me. -- †  talk ? f.u. 03:26, 17 October 2012 (BST)

I'm pretty sure this is duped. I'm just too lazy to search right now. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:24, 17 October 2012 (BST)

Now that you mention it, it does seem familiar. -- †  talk ? f.u. 09:21, 18 October 2012 (BST)
There were a number of suggestions about improving the less powerful melee weapons, the most recent one being this one. -- Spiderzed 13:51, 18 October 2012 (BST)

--Heheevilme 19:47, 18 October 2012 (BST) like spiderzed pointed out that such stuff has been mentioned before however the suggestion was very poorly presented it did not say how they would be improved and just a simple skill would increase the damage and accuracy which i think is a bit overpowered hence why i put this up its much diffident as you need a skill and the appropriate items and to use ap



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.

Call Backup

by A Big F'ing Dog at 18:16, 19 September 2012 (BST)

Newbie Radio

by A Big F'ing Dog at 00:42, 16 September 2012 (BST)