Developing Suggestions: Difference between revisions

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====Discussion (Flares as more than physical damage.)====
====Discussion (Flares as more than physical damage.)====
I agree that in real life there would be a lot more to happen from a flare going off inside a building. What you were describing sounds like a lot of work to be implemented, and then a lot of work to be balanced. The blinding effect you described probably would not effect anyone but the attacker seeing as most things happen to people offline. Ido think though that alerting people that someone was attacked by a flare in a building would be a good start, seeing as someone attacking someone with flares in a building would be easy to spot.
I agree that in real life there would be a lot more to happen from a flare going off inside a building. What you were describing sounds like a lot of work to be implemented, and then a lot of work to be balanced. The blinding effect you described probably would not effect anyone but the attacker seeing as most things happen to people offline. Ido think though that alerting people that someone was attacked by a flare in a building would be a good start, seeing as someone attacking someone with flares in a building would be easy to spot.[[User:JoshCz|JoshCz]] ([[User talk:JoshCz|talk]]) 19:19, 12 August 2015 (UTC)
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Revision as of 19:19, 12 August 2015

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

Flares as more than physical damage.

Timestamp: Breadknife Bill (talk) 23:21, 10 August 2015 (UTC)
Type: Combat change
Scope: Player perception (and health?)
Description: Being a recently-returning old hand, and having noticed a number of changes but at the same time a continuation of other areas of status quo, I know there's a lot of difference between "making it realistic" and "keeping/getting the game balance". And so I propose the following tenatively, and having already tried to ensure I'm not tripping up over historic suggestions such as Suggestion:20070906_A_Taboo_Suggestion:_Make_Flares_Deal_Area_of_Effect_Damage.

Flares are capricious weapons, as they have long been, even before the petrol-soaked bonus. But it seems to me that whilst they're currently useful as a 'stealth combat starter' (give one, or several, a go - if one hits that's a good HP debuff, but if they (all) miss then you can walk away as if nothing had happened), surely one would notice a flare being fired (or let off). Especially in the confines of a building.

Their inaccuracy is inarguable but, regardless of whether they hit home, they'd presumably be hardly subtle. I propose that (with perhaps a marginal increase in the chance-to-hit, to counteract the disadvantages) their use in combat also takes account of their brightness, as inherant in their use as non-combat signals. In a building, and perhaps moreso in a darkened building, the flash of a flare should have visual effects upon some/all of those present.

The one who fires the flare and the one being fired upon are prime targets for this. Possibly any smallarms training of the firer could mitigate their susceptibility, unless that includes "not blinking when firing" in which case it should actually increase it. Either way, optionally for a certain number of AP or a certain amount of real time after firing (a 'cool-down', regardless of how active the player concerned has been), has reduced perception (percentage-chance-to-hit) and possibly carries the same unable-to-see-HP effect from darkened buildings out into non-dark buildings, actively-lit buildings and even the outside.

Perhaps (but the actual method and balance of values will need to be decided) for the immediately-following five minute period, the player's effective location in the order of Dark<<Unlit<<Outside<<Lit is (up to) three spaces to the left of where they actually are (i.e. considered Dark). During the next five minutes, it is two spaces left (anything less than Lit is Dark, whilst a Lit area is Unlit). Then one space left for the five minutes after that. But I invite adjustments. Double-checking the sight-mechanics could reveal a better order or system of implementations, if not merely adding some other subtleties (e.g. whether the Halloween "Foggy" effect could be put in there, impacting upon all but close-up sight).

However, I was thinking that there'd be a chance for the firer to be affected (possibly for a 'critical hit' and/or 'critical miss' circumstance, but otherwise not at all), ditto for the fired-upon (but perhaps for near-miss-only, as it flies past them, a strike already being inconveniencing and distracting), and perhaps a straight chance (25%/75% yes/no?) that any other observer in the room happened to be facing/inclined towards the interaction whilst otherwise uninvolved and get their own particular retinal blow-back. And this chance further modified by location (external, 10% chance of the penalty, internal 25%, dark internal is 50%... but these figures also open to being massaged).

I'm convinced that blindness/perception loss alone would be a big enough disadvantage that we could afford to increase the basic Chance-To-Hit of the flare (perhaps also dependant upon internal/external locations, being at intrinsically closer quarters within a building than when potentially half a block away), and yet also that regardless of who (if anyone) gets a blinding effect, the firing of a flare would be an obvious event for all those present (fired inside) and within a block-or-so (fired outside) who may be due some notification similar to that for audible groaning and visible flare-as-signal effects, dependand upon actual proximity.

TL;DR; Flare makes bright flash. Makes seeing harder, temporarily. No longer 'invisible' to anyone not actually hit directly in the face/killed anyway.

Otherwise, I have tried to keep this suggestion open enough to provoke possible discussion. I perceive Balance to be the biggest issue, in the possibly naive pursuit of Realism. Sirs, and madams, you have the floor.

Discussion (Flares as more than physical damage.)

I agree that in real life there would be a lot more to happen from a flare going off inside a building. What you were describing sounds like a lot of work to be implemented, and then a lot of work to be balanced. The blinding effect you described probably would not effect anyone but the attacker seeing as most things happen to people offline. Ido think though that alerting people that someone was attacked by a flare in a building would be a good start, seeing as someone attacking someone with flares in a building would be easy to spot.JoshCz (talk) 19:19, 12 August 2015 (UTC)


Random Events

Timestamp: Axe Hack's Ghost (talk) 02:25, 17 July 2015 (UTC)
Type: Events
Scope: Game Mechanic
Description: Now, I haven't been around for two years, nor have I been active for two years, but I do notice things. Like the massive decrease in player numbers.

In the time I've been gone, I've played various sandbox games. Skyrim, Grand Theft Auto, Lego Marvel Superheroes...Besides flashy graphics and being single player, what made these games enjoyable? Was it the adventuring and discovering new places you've never been to before in Skyrim? Or maybe the heists in GTA? Or perhaps it was collecting all of those gold bricks in Lego Marvel Superheroes. In the past, Urban Dead had all of these events - Mall Tour, the Dead's tour, you name it, it's happened. But the thing was...All of these events (minus the Easter Egg Hunt and even the airdrops) were all planned by the player base themselves.

Yes, I know. It's a taboo to suggest the inclusions of NPCs or events, or even leaving the options of what to kind of events would happen to Kevan, and heck, this is probably even a dupe, but I think Urban Dead needs randomized events. Non-player planned events. Maybe a random building was struck down by a passing horde that came out of nowhere, or you searched and found something amazing inside a random building out of sheer luck. It could even be an assassination plot, both successful or failed as you slept through the night, or even a temporary decrease in supplies for the day. Just...Anything. Anything random that would occur at server reset every day, and last anywhere from a few seconds to until the next reset. It could range from a destructive event that takes out one random building, to being able to find supplies for a day in a random building that normally would not house those items, to finding a new flavour text at a random location for the day.

Discuss.

Discussion (Random Events)

I was trying to go for a similar thing with lottery, being like a game event. I really believe its ideas like these that can help keep the game going. I think the first step is keeping the players still here interested enough to keep playing, and stop the decay. Next would be to get the players playing together. Finally would be to getting the players playing with new players, expanding the game. Random events could accomplish the first two, and maybe even the last step of getting the game back on its feet. We'd have to brainstorm a lot of ideas for events. I have a few ideas if you want to hear some.JoshCz (talk) 18:08, 17 July 2015 (UTC)


BIG RED BUTTON

Timestamp: Kamikazie-Bunny (talk) 21:07, 9 July 2015 (UTC)
Type: Survivors
Scope: Fun!
Description: Somewhere in Malton there is a seemingly random office building...

You are inside the XXX Building. A side office contains a desk with a Big Red Button.

When the building is powered

You are inside the XXX Building. A side office contains a desk with a Big Red Button. The button glows ominously

Those who dare may choose to Push the button,

You push the Big Red Button...

Discussion (BIG RED BUTTON)

I like thisJoshCz (talk) 23:39, 10 July 2015 (UTC)

So there's no indication of exactly what it does yet? A ZOMBIE ANT 00:32, 13 July 2015 (UTC)

I thought it was pretty obvious "You push the Big Red Button..." --Kamikazie-Bunny (talk) 19:50, 14 July 2015 (UTC)
I like it! A ZOMBIE ANT 00:37, 15 July 2015 (UTC)

Lottery

Timestamp: JoshCz (talk) 00:34, 17 July 2015‎ (UTC)
Type: Buff
Scope: lucky zeds (for now)
Description: In the last round of discussion of the lottery idea xyu brought up a good point that it was a very complex idea, and would be hard to implement. so to make the lottery idea actually work in the game, it should be implemented progressively adding one winner type at a time. This would also give the community a kill switch if they hate the idea. The lottery will be held at the start of the month, all lvl 10 or above zombie players can buy tickets for 100xp or 1000xp if they have over 25000xp. There will be 15 winners. The zombies chosen will mutate into
  • A barricade ripper that tears down barricades faster hitting the barricade 50% of the time and tearing down 3 levels of barricade with each hit. This zombie has a reduced claw attack to 2 and bite at 3, but has an increased feeding groan range to 10 blocks and has 75 HP. It can also ruin any empty building with 3 AP rather than 5.

This is one of the more interesting winners and one that I feel represents the idea well. Hopefully this zombie will help with zombie organization, encouraging play between non-affiliated players. Also it would make things more dangerous and interesting for the Malton survivors, giving them a dangerous foe to hunt in the city. If the idea works we can continue to add things to it to continue the fun.

Discussion (Lottery)

Previous Discussions User:JoshCz/Lottery



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.