Developing Suggestions

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Developing Suggestions

This section is for presenting and reviewing suggestions which have not yet been submitted and are still being worked on.

Nothing on this page will be archived.

Further Discussion

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


Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
  • Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
  • If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
  • After new game updates, users are requested to allow time for the game and community to adjust to these changes before suggesting alterations.

How To Make a Suggestion

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.
{{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, etc. Basically: What is it? and Is it new, or a 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 two days should be given a warning notice. This can be done by adding {{SDW|date}} at the top of the discussion section, where date is the day the suggestion will be removed.
  • Suggestions with no new discussion in the past week may be removed.
  • If you are adding a comment to a suggestion that has the warning template please remove the {{SDW|date}} at the top of the discussion section to show that there is still ongoing discussion.

This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the Overflow page, so the discussion can continue.


Please add new suggestions to the top of the list


Suggestions

Explosives

Timestamp: Matthewbluewars /New City\ 21:37, 15 September 2009 (BST)
Type: New weapon type
Scope: Survivors
Description:

There would be a new type of weapons, Explosives. PLEASE DON'T DUPE THIS; THIS IS A BALANCED AOE ATTACK. Explosives attack the target at 25% accuracy, and then attacks four other random targets for 20% accuracy. The target list has 3 players of the same "side" as the target (zombie or human) and 1 target on the opposite side as the target. (If a zombie is attacked with an explosive, three other zombies will be attacked, and 1 human will be attacked.) There is also a 20% chance that the explosive will fail, doing 5 damage to the attacker instead.

Flak jackets also affect explosives.

  • Molotov Cocktails (encumbrance 12%): A survivor with the skill, "Chemistry" (a scientist skill) can build Molotov Cocktails out of Fuel Cans and Wine bottles for 1 AP, and throw it for another AP. Damage: 5.
  • Dynamite (encumbrance 15%): can be installed in buildings. When installed, it takes the Dynamite out of your inventory and gives you the item, Fuse [x,y]. You can only use it when adjacent to the target building. It ransacks the building by three levels and targets a random player inside. Dynamite can be removed from a building the same way generators are attacked. Damage: 10.
  • Stun Grenade (encumbrance 7%): Uses the same mechanics as Molotovs, but cannot be dropped from buildings, and is found rather than made. In order to balance with Molotov, the search rates would require 11 AP to find a grenade in PDs, and 9 AP for Armouries. Damage: 10.

Science Skills

  • Chemistry - allows use of Molotov Cocktails.
    • Advanced Chemistry - allows you to make Dynamite inside of powered Factories for 10 AP.

Military Skills

  • Explosives Training - reduces failure chances to 10%
    • Advanced Explosives Training - reduces failure chances to 5%.

Discussion (Explosives)

AwesomeFace.png EPIC WIN
Wait, what? The title's wrong... Come to think of it, what the hell is up with the picture? Uhuh. No way. No fucking way. You're telling me that someone actually made a good suggestion on DS? Get your lying ass out of here before I start putting bullets into it.
Lelouch vi Britannia Pure spam; useless, overpowered and game-breaking. Just saying "it's not spam" doesn't stop it from sucking.
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:36, 15 September 2009 (BST)
Why is it overpowered? An inexperienced user could end up hurting themselves. And you supported an earlier explosive attack, which I have tried to emulate while maintaining originality. --Matthewbluewars /New City\ 01:07, 16 September 2009 (BST)
I already explained that your idea sucks; you keep making these shitty ideas, and I'm tired of patently wasting my fingers away explaining why your shitty broken suggestions are crap. The above template says everything you need to know. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:20, 16 September 2009 (BST)

First of all, be prepared for a s***storm because this is an AoE weapon. Second, it is better in every way to search for a stun grenade and use it than to make a Molotov because the Molotov first, take a fuel can, then find wine, drink it, make cocktail, throw. I don't even have to do the math to tell that the grenade is more AP-efficient. Also, finding things is based on search rates, not on how much AP you spend searching.

Dynamite is simply a bad idea. We do not encourage survivors to do things that would hurt other survivors. Dynamite is a griefing tool that would occasionally be used to make a hiding place (maybe). Get rid of it.

This leaves the cocktail, which isn't too bad, all things considered. An issue would be the combining, which could be achieved by having a person click on the wine bottle. The high encumbrance plus a skill to use it is fairly good balancing. The trouble is that has the potential to do 25 damage, but that is spread out among five targets. Instead of having hit X number of zombies and Y number of survivors, just let the RNG handle it so that there is more of a discouragement to use it. another issue will be the XP from it, which could max out at 50 XP per attack in its current form. Personally, I would only have the XP from the original target get counted so it would be little better than a pistol XP wise.-- Uberursathis bear wants honey 22:38, 15 September 2009 (BST)

Here's my idea on how to create Molotovs. You wouldn't have to drink the wine, it would be assumed that you empty it during the creation process. For survivors with the "Chemistry" skill, there would be a button, "Create Molotov." --Matthewbluewars /New City\ 01:07, 16 September 2009 (BST)

I skimmed this. Two things, first, I don't know what you're drinking but wine doesn't burn. Looking at my alcohol shelf I see anything from 12% to 19% ABV, this doesn't light. Secondly, are you actually under the delusion that this is going to help survivors more than hurting them? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 02:09, 16 September 2009 (BST)

I have a better idea. Make it a bomb vest, 20% encumbrance found in churches and cathedrals at a 5% search rate. Using a bomb vest takes 1 AP and consumes the bomb vest, and automatically kills the user (who requires an extra 40 AP to stand up, to 41 with Ankle Grab, 50 without). It has 100% chance to hit on everybody (both survivors and zombies) in the same block (in the building if the user is indoors, outdoors if they're outside), and does 25 damage to each, reduced to 20 with a flak jacket or Flesh Rot. This would be excellent for clearing large mobs of zombies out. To ensure this isn't put to nefarious uses, when you find a bomb vest, you get a little prompt reading "Are you a PKer or zombie spy? [Y/N] (PKers and zombie spies: no lying)". Checking Y causes you to drop the bomb vest automatically, and deals 1 damage as a hand appears out of nowhere and slaps you on the wrist for being naughty. --Mold 02:46, 16 September 2009 (BST)

I lol'd!--Orange Talk 02:57, 16 September 2009 (BST)

First of all, why the fuck do you keep doing all these multi-suggestions? Secondly, it would help if you did some RESEARCH.

  • Molotov: We have Molotovs in Peer Review, for starters. Why would a molotov take up 6 times as much encumberance as a wine bottle? Why do you need a skill to make one? You DO understand the point of a molotov, right?
  • Dynamite: No traps. No attacking through barricades. No survivor ransacking..
  • Stun Grenade: Why would a stun grenade do damage?

Do you stop and think about these things before you post or do you just throw it up on the wiki immediately?--Pesatyel 04:14, 16 September 2009 (BST)


Blam, blam! Gunshot.

Timestamp: -- Bucz 11:39, 11 September 2009 (BST)
Type: Loud!
Scope: Z&H
Description: We do not have silenced weapons so... Why not implement a gunshot sound? When someone shots, it can be heard in radius of 4 clicks, for example. Silent when shot indoor. That would attract zombies and could inform survivors that something is happening. Still it does not dupe flares because the range is smaller. And using flare is a clear signal, gunshots would just indicate a battle. And would add some climate...

Discussion (Blam, blam! Gunshot.)

This idea is like soviet communism: it looks great on paper, but doesn't play well in reality. If you implimented this, people who had been away for 24/h would log in to see every shot fired within four blocks; too much screen spam. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 13:33, 11 September 2009 (BST)

True, therefore it could be made in less spamish way. For example, it woild just indicate: You hear gunshots in the north. You hear gunshots in the north east. it is difficult to identify exact position of a gunshot, though. Descriptions and again ... and again... would not apply to it. So, maximum amount of messages that you would receive is 8, in case there is a big gunfight around. And if so, it is sensible that you hear it and can react. Sounds better? -- Bucz 18:34, 11 September 2009 (BST)
No, because that's just useless. Any time more than a single gun-based attack occurs (and often then), you'll probably have at least 8 shots going off. This means that if you log off for 24 hours and someone shoots azombie an hour after that, you'll have no way to hear any other shots for the next 23 hours. It's either spamtacular or useless, since gunshots are usually found huge amounts, or not at all. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:45, 11 September 2009 (BST)

Well there is this in Peer Rejected.--Pesatyel 02:55, 12 September 2009 (BST) Also this.--Pesatyel 03:04, 12 September 2009 (BST)

See, this would make sense in a normal, zombie-free suburb. Of course you'd hear the gunshots. But when you take into account that Malton really is a warzone, gunshots wouldn't at all be out of the norm. Hell, it'd probably be more alarming to not hear gunshots, if anything. But, thanks for the thought. RinKou 06:36, 12 September 2009 (BST)


Sweet dreams...

Timestamp: -- Bucz 10:55, 11 September 2009 (BST)
Type: Flavour
Scope: Human, maybe Zombies
Description: When you log in after more than 12 hours, It might happen that your character has fallen asleep. So when you log in, in the description you sometimes could get a random message like: You were dreaming that you were a zombie, You were dreaming about a new shotgun, You were dreaming about cherry pudding... 200 random short messages, that would be crated by wiki users on some "dream suggestion page" how about it?

Discussion (Sweet dreams...)

Just to start the discussion... what a marvellous idea! Bravo me! -- Bucz 18:40, 11 September 2009 (BST)

I think it's a dupe, can anyone back this up? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:46, 11 September 2009 (BST)

Actually, characters fall asleep when they run out of AP.--Orange Talk 19:03, 11 September 2009 (BST)

Exactly, the point is to add the dream description from time to time. The conditions, 12h as I said, or 0 AP as Orange says, and what sounds good for me, might be discussed later. -- Bucz 01:02, 12 September 2009 (BST)

Text Spam.--Yonnua Koponen Talk ! Contribs 10:36, 12 September 2009 (BST)

Assuming for a moment that this is not a humorous suggestion, you would probably want to put a little tick box that would allow a player to turn this off. Or something. -- Uberursathis bear wants honey 16:08, 12 September 2009 (BST)

Flavour is good. I propose the chance of it happening be small though (2% per night maybe) and the number of dreams be very large, so as not to begin to irritate players with the repetitive messages. The option to turrn it off might be good as well. Maybe a random windfall of 10XP to go along with some dreams? Though that will probably annoy someone somewhere. --Anotherpongo 14:40, 13 September 2009 (BST)

Sleeping should not teach you how to leap between buildings or diagnose medical injuries. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:12, 13 September 2009 (BST)
"You dream you are standing in sort of sun-god robes on top of a pyramid while thousands of screaming naked women throw little pickles at you. You gain 10XP"! Funny, but really now... Lelouch is right, You can't learn how to do surgery by dreaming. Other than that I think it would be cool, I'm all in favor of flavor.-Devorac 17:14, 13 September 2009 (BST)
Yeah, well, killing zombies shouldn't teach you how to jump across buildings or learn surgery either, but it happens. Seriously, I'm in favor of this, it's not essential but its fun.--Johnny Yossarian 01:22, 15 September 2009 (BST)
Amen. And LOL. --Matthewbluewars /New City\ 22:45, 13 September 2009 (BST)

I agree: a big dream nubmer and a small chance of having it. I agree with Lelouch about XP (no XP). -- Bucz 20:22, 13 September 2009 (BST)

I don't think people are actually asleep. He just needed something to say when you run out of AP.--Pesatyel 05:04, 14 September 2009 (BST)

Er... That makes zero sense. If survivors never slept then 85% of the survivor population would be having very serious side effects, you know hallucinations, blackouts, cerebral decay... Hey wait, maybe there never were zombies, maybe we are all just suffering from sleep deprivation! Everybody sleeps, it's what makes the 12 hour 24 AP cycle make sense. -- —The preceding unsigned comment was added by Devorac (talkcontribs) 15:47, 14 September 2009.
Serious side effects? What? Like being immune to fatal damage? Blacking out for days at a time? That sort of thing? Try staying awake for four years, you'll develop similar abilities, I promise. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 01:57, 15 September 2009 (BST)
WTF? Sleeping is a given like eating and taking a shit. My point was that he needed something simple to throw in rather than just saying "your out of ap, come back later". Or did you REALLY think people are only active for 5-10 minutes out of every day? I'd imagine that would be just as bad as your "side effects" for not sleeping.--Pesatyel 02:55, 15 September 2009 (BST)

Weather indicator

Timestamp: Bucz 20:17, 9 September 2009 (BST)
Type: Environment, Gameplay
Scope: H & Z
Description: A short text would be added to the description to the environment, like "The sun is shining", "Quite cold today", "Foggy". It would change once a day. A script would check a real weather in some place of the real (without zombies) world and set up a text upon the real weather there.

It would not affect a game itself, just would add some Role Play... Only if fog appears, in The City would appear also fog (that mechanism is already implemented).

Zombies are dead and cold, so they would not get indicators related to the temperature.

Discussion (Weather indicator)

This same idea has been put forth before. --Bob Boberton TF / DW Littlemudkipsig.gif 20:28, 9 September 2009 (BST)

Nice flavour.--Maps 20:35, 9 September 2009 (BST)

Yeah, but it just never got around to being implemented. :c --Bob Boberton TF / DW Littlemudkipsig.gif 21:16, 9 September 2009 (BST)

Not that difficult to implement it, though. At lest in the basic form. Just weather, without day/night stuff.-- Bucz 23:05, 9 September 2009 (BST)

With or without day/night, it'd be fairly easy, yeah. --Bob Boberton TF / DW Littlemudkipsig.gif 23:09, 9 September 2009 (BST)

Here http://www.timeanddate.com/worldclock/results.html?query=providence for example it is all given almost ready to use. -- Bucz 09:12, 10 September 2009 (BST)

If the AUTHOR is interested, I have just made a simple tiny script that returns real weather descriptions based on the page that I have just sent. Exemplary descriptions: Passing clouds, warm. Passing clouds, cool. Scattered clouds, chilly. Scattered showers, cool. Fog, mild. Passing clouds, cool. Scattered clouds, refreshingly cool. Broken clouds, warm. Please contact in case you are interested. I would be delighted to help. Bucz 18:28, 10 September 2009 (BST)

Suggestions_Dos_and_Do_Nots#Arguing_for_Your_Suggestion, bullet two. That said, putting it to a vote will probably get it duped. --Bob Boberton TF / DW Littlemudkipsig.gif 20:43, 10 September 2009 (BST)

Thanks for remembering the rules, no arguing, just suggesting that I can help : ) -- Bucz 10:50, 11 September 2009 (BST)

Modification: weather would affect the gameplay itself. If there is a fog - a fog in the game appears. if there is hot or extremely hot, all the zombies infect by their bite. What do you think about it? -- Bucz 19:13, 11 September 2009 (BST)
Too game-breaking; weather should just be weather. We don't need wierd buffs or spontaneously appearing/disappearing infections because the sun is out somewhere... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:20, 11 September 2009 (BST)
You don't want the weather to affect game play? I'd imagine it would depend on the conditions, but be something minor. "Very hot" days, for example, the scent skills could be "improved" by 1 square.--Pesatyel 02:48, 12 September 2009 (BST)
Nobody needs spontaneous infections... at least he is not a zombie : ) Good idea with the scent. And the message indicating it: The smell of the bodies is unbearable or something like that. The point is that those special effects would appear from time to time, 10-20 days a year I suppose. Rules of the game wouldn't change drastically every day : ) -- Bucz 10:16, 12 September 2009 (BST)
Or maybe we shouldn't give weird nonsensical buffs?--Yonnua Koponen Talk ! Contribs 10:37, 12 September 2009 (BST)
I'm not saying infections. I just think we could come up with some minor weather effects. I don't think a 1 square increase to the scent skills would be very significant. The question is double. What happens in the other weather conditions? And what are the affects for zombies AND survivors? A hot day may increase scent range, but what does it do for survivors? Or even SHOULD it do anything for survivors?--Pesatyel 21:32, 12 September 2009 (BST)
No, because it shouldn't do anything for zombies.--Yonnua Koponen Talk ! Contribs 21:48, 12 September 2009 (BST)
So weather should NOT affect the game. Gotcha.--Pesatyel 05:42, 13 September 2009 (BST)
Bucz, I'd like a copy of that script. Just post on my talk page. --Matthewbluewars /New City\ 22:13, 14 September 2009 (BST)

Does anyone actually read that shit after the first few times of playing? I would think most people log in, see if they are still alive, and then go do what they are going to do. --Globetrotters Icon.png #99 DCC 22:55, 13 September 2009 (BST)

That's the reason for including some kind of in game affect.--Pesatyel 04:05, 14 September 2009 (BST)

If (big if) there was a thirst or hunger related game change then maybe hot weather makes hunger/thirst come faster, and cold weather makes it go slower. --Matthewbluewars /New City\ 22:11, 14 September 2009 (BST)

If there was a giant ice cream in the middle of Malton then maybe hot weather makes the ice cream melt faster, and cold weather makes it melt slower. If you are butthurt because no one likes your suggestions, don't connect them with other suggestions to get them passed. --Orange Talk 22:32, 14 September 2009 (BST)
Ja man, he be speakin' wisdom. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:30, 14 September 2009 (BST)

No AP log-in cost

Timestamp: Bucz 20:07, 9 September 2009 (BST)
Type: AP
Scope: Humans and Zombies
Description: First of all, I know that AP suggestions might be dropped quickly, but nevertheless I post It.

When you log in, you loose one AP. Try to log-in, log-out and ten log-in again. From time to time I would like to know if my character is still standing or if someone had replied to me without loosing 1AP. In case I would like to check it 4x daily, I loose 4AP.

Technically, it would be achieved just by adding AP = AP + 1 when logging (am I right?). Other thing is that the traffic would increase. If the server would be able to handle current refresh rate x 2 I think that it should not be any problem, in case that we assure somehow (suggestions?) that most of the people won't click refresh every 3 seconds.

Discussion (No AP log-in cost)

No you don't lose an AP from logging in - if you are, something may be wrong with your browser, though I find even that suspect. The IP hits limit already exists to control how much server bandwidth a player eats, and you can refresh by hitting the "graffiti" or "speak" button with no text entered into them. Failing that, there are some UI mods that add a refresh button, and failing that, just go to your profile and hit "back to the city." --Bob Boberton TF / DW Littlemudkipsig.gif 20:11, 9 September 2009 (BST)

?zoom. Refresh button built in. ;) --RahrahCome join the #party!08:00, 11 September 2009 (BST)

Dupe of in game. ;D --DANCEDANCEREVOLUTION-- 15:55, 10 September 2009 (BST)

This has pretty much been answered, search for 'actions via question marks' and compare it to your log in code to find out what's going on. IP limit is different to AP and one is not dependant on the other. Personally I think certain things are wrong with the implementation of the IP limits, but that's a different gripe. To recheck your surroundings without performing an action or installing an add-on I recommend pressing Buy Skills and then Back To City. Just remember which character you're playing, I've almost bought Brain Rot with a few characters when I was half asleep at my computer. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:40, 12 September 2009 (BST)


Trap Runner

Timestamp: Cookies and Cream 23:05, 8 September 2009 (BST)
Type: Skill
Scope: Huamsn and Zombies
Description: For anyone who actually knows, I took the name from a great PS1 game. Anyway. This makes 2 new skills. Trap Runner, which is a sub-skill of Free Running, and Trapper, which can possibly be a Zombie Hunter skill or just a Military skill.

Trapper allows Humans to create different traps by using a combination of both Items in their Inventory and items found in the building, with different flavor depending on where you set your Trap e.g. You set up an elaborate Fire Axe trap on the door. The next person to enter from the street will set it off. Or Taking your pistol, you set up a Trap to fire it at the next person who enters from the outside. Whenever a Zombie enters through the door, their message would be something like A Human Trap is set off as you enter. You take X amount of damage. There is a 75% chance that the player entering the building will be affected by the trap. Not being affected would give you a message along the lines of As you enter the building, a Trap is set off. Fortunately, it is misaimed, and you aren’t hurt. This would use up the Trap, and there is only one Trap per building. Traps can only be set in certain buildings. I haven’t thought of which ones, so please suggest some. It would cost 10AP to set up a Trap. Possible Traps include: A Fire Axe Trap – Does 3 Damage, Needs a Fire Axe. A Pistol Trap – Does 5 Damage, Needs a Pistol. Shotgun Trap – does 6 Damage, Needs a Shotgun. Mêlée Trap – does between 1 and 4 damage, Requires a Mêlée Weapon. In Short: • 10 AP to create Trap. • Useable only once, then destroyed. • Only in Certain buildings. • 75% Chance of working.

Trap Runner increases the chance of avoiding the Trap by 50% when entering by Free Running, and 25% when entering from the street. Avoiding the Trap when you have Trap Runner provides a message of Thanks to your battle hardened reflexes, you avoid the Trap set in the building.

Discussion (Trap Runner)

No auto-attacks that can do damage without warning. --Bob Boberton TF / DW Littlemudkipsig.gif 23:17, 8 September 2009 (BST)

It is also a dupe.--Pesatyel 04:46, 9 September 2009 (BST)

Auto-attacks are a pretty big no, sorry. Plus, survivors are pretty overpowered as it is, they don't really need another upgrade, so. RinKou 07:45, 9 September 2009 (BST)

I hate item-combining suggestions. --DANCEDANCEREVOLUTION-- 15:57, 10 September 2009 (BST)

This is a dupe of various trap suggestions, I've even seen Shotgun traps in my day. The problem is the nature of the beast, there are no NPCs in this game, there are no ways of taking damage (infection excepted) without doing it yourself or having another player in the same square as you and open to attack.

The other problem is the nature of targeting, just a guess, but I'm betting our suggester doesn't want this to hurt helpful, white hat wearing survivors. Inanimate lumps of metal don't differentiate between good and evil, light and dark and democrat and arsehole.

The major problem as regards the status quo is that it could force zombies to mega horde to gain a breach in certain buildings or risk being killed on entry and be removed by ?dump bots, I'm looking at certain malls and forts while I say this. Forcing players to exclusively work together or achieve nothing forces the game into a boring stasis, see Nexus War. UD is the champion of the feral and the lone survivor, suggestion shouldn't hurt them. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:47, 12 September 2009 (BST)

Oh god no! I'm gonna assume that only one trap can be rigged to a door otherwise this idea is even more silly.Auto attacks, NPC's are a big no no. -- Alex1guy 10:19, 13 September 2009 (BST)


Slight gesture change

Timestamp: Gat 17:40, 7 September 2009 (BST)
Type: zombie
Scope: eh? whats the difference between type and scope again...
Description: Just a few slight changes to the UD flailing gesture taunts and such...

1. zombies can point at that dead corpse on the ground, doesn't seem like a big deal and I couldn't find it...

2. zombie can point a graffiti on the wall, also not a big deal but still has its usefullness

Discussion (Slight gesture change)

I agree with this suggestion. Also, scope is who or what it effects, and type is flavour / skill, etc. For you, it would be flavour.--Yonnua Koponen Talk ! Contribs 17:50, 7 September 2009 (BST)

Why not? :-) --Matthewbluewars /New City\ 20:13, 7 September 2009 (BST)

Don't see any harm. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:37, 8 September 2009 (BST)

Wait, can zombies point to a specific corpse? If so, that could affect anonymity... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:38, 8 September 2009 (BST)

Graffiti part is a dupe. --Midianian 08:39, 8 September 2009 (BST)

I really haven't seen a zombie point at anything but the barricades, actually... Though, in any case, there isn't anything wrong with it. Even if specific corpses could be pointed at. No affect on anonymity, since they're not really zombies at that point. Just corpses, heh. RinKou 07:47, 9 September 2009 (BST)

I broke into an NT building and pointed at myself a lot (along with some Mrh? and such) to indicated I wanted a revive. As for pointing at specfic corpses, if Bob is on my contact list, I can see him as a corpse, right?--Pesatyel 09:07, 9 September 2009 (BST)

As zombies cannot even open doors, it would be hard for them to write something with sense. But, maybe they could just spray over existing graffiti erasing the old one and leaving unreadable gibberish? With 10% that they spray themselves instead of the wall... :) Bucz 15:49, 10 September 2009 (BST)

You didn't read the suggestion, did you? This has nothing to do with zombies creating graffiti, only being able to gesture towards it. --Bob Boberton TF / DW Littlemudkipsig.gif 15:53, 10 September 2009 (BST)

Zombies can point at corspes that are on their contact list, I'm pretty sure, and if they can't, who cares about zombie anonymity because they can already point at live zombies on their contact list. As for the better part of the suggestion (the graffiti), it's a shame it's a dupe, I would have liked to see it implemented. --DANCEDANCEREVOLUTION-- 15:59, 10 September 2009 (BST)

More important than pointing at the graffiti would be Blood Smear for zombies.... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:48, 12 September 2009 (BST)


Boxing Gloves

Timestamp: ~Dr Frank (t) (DF) [P] (Sb) 12:00, 4 September 2009 (BST)
Type: New Weapon
Scope: Survivors
Description: This is a new item, and basically, a melee weapon. It has a 2% encumbrance. They can be found in Mall Sports Store, Mansion, School, Stadium, Barracks and Junkyard. Undecided on search rates.

Deals 2 damage per hit and has a 15% base chance of damage. Accuracy is affected by the Hand to Hand survivor skill.

Discussion (Boxing Gloves)

I thought it would be interesting to see boxing gloves in the game. I know that there are a lot of other melee and household weapons but I thought that this would add an interesting flavour. It also has a slightly more base hit chance than your regular fist. This does not affect the punch, character description, clothes description or anything else and is simply a new weapon in the inventory. I need some help regarding locations and search rates. Oh, and on the offhand side I took this screenshot. --~Dr Frank (t) (DF) [P] (Sb) 12:00, 4 September 2009 (BST)

Personally, I don't feel the need for these. Brass knuckles would have been more interesting. Besides, I'm not sure if boxing gloves do more damage then bare knuckles anyway. The Mad Axeman 14:32, 4 September 2009 (BST)

They don't. Boxing gloves were invented to increase the surface area, and thus cause less damage to the face than hitting with bare knuckles. Also, this dilutes search rates in PDs, which is never a good thing.--Yonnua Koponen Talk ! Contribs 15:27, 4 September 2009 (BST)
That was pretty much what I suspected. The Mad Axeman 13:39, 5 September 2009 (BST)

Dupe. And brass knuckles make more sense than boxing gloves anyway. As Yonnua said, boxing gloves are designed to do less damage.--Pesatyel 04:48, 5 September 2009 (BST)

I don't know, if I were out punching zombies I'd rather wear the gloves than not. Anyway this wuz just an idea for flavour. --~Dr Frank (t) (DF) [P] (Sb) 11:53, 5 September 2009 (BST)

How did you know that I was thinking of creating an Iron Mike Tyson character who runs around threatening to eat people's babies and only uses punches and bites? This suggestion would have been perfect for that! Just make it so that it takes 1 AP to equip or unequip boxing gloves, and when you're equipped with them you can't use any other items or attack with any other weapons. That would pretty much take this puppy out of dupe status in my opinion, and survivors could even start arranging boxing matches in-game. Perfect!--Necrofeelinya 03:44, 6 September 2009 (BST)

I think that would do it; it's not like fists are a common weapon at the moment anyway... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:46, 6 September 2009 (BST)

Yes, and let's give characters a sandvich and Natasha. Anything to make it like a game that is actually FUN to play.--Globetrotters Icon.png #99 DCC 22:57, 13 September 2009 (BST)


Mutually Exclusive Class System

Timestamp: Harrison Hatchet 15:03, 2 September 2009 (BST)
Type: Class Redesign
Scope: Future city in UD
Description: I have some ideas about redesigning the class system for a future UD city. My rationale is that classes as currently implemented become meaningless as you advance in levels. Every high-level character has all, or almost all, skills. Instead, classes should be specialized and interdependent. One character shouldn't be able to do everything. Below are some more details.
  1. All survivors would start as civilians.
  2. Most of what we now consider must-have skills would be classified as civilian (free running, basic hand-to-hand combat, basic firearms combat, diagnosis, construction).
  3. After the civilian has acquired some prerequisite number of civilian skills, he/she can choose to become either military or scientist and have access to the chosen class's skills.
  4. All zombie skills would be off limits, though there might be a Dual Nature class. A Dual Nature class would have a limit on total number of skills and have some distribution limit (e.g., maximum of 20 skills, with no more than 13 in either survivor or zombie skills).
  5. If you change your mind, you should be able to change classes, forget all skills of the old class, and get back some (not all) of your spent experience points.

Discussion (Mutually Exclusive Class System)

Why? What problem does this solve, and what end does this serve other than breaking the game, deleting everyone's skills, and violating a crapload of the basic Suggestions Dos and Do Nots? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:38, 2 September 2009 (BST)

It's also incredibly dupish, and completely nerfs survivors. To make this even reasonably fair, zombies would only be able to bite or claw. Otherwise, it's complete spam.--Yonnua Koponen Talk ! Contribs 18:42, 2 September 2009 (BST)

I can see what you're getting at here, and other games have implemented a similar system. However, the nature of the game rather dictates the current structure and the change really wouldn't work now that it's been around so long. In conclusion, it's not actually a bad idea but it would only really work if it was implemented at the start of the game. At this stage of the game, survivors would all be up in arms over losing their skills and it would never pass voting.--The General T Sys U! P! F! 19:30, 2 September 2009 (BST)

I did say a future city, not Malton or the others. There are three cities, so there might be others in the future, right? So no one would lose skills, it would be this way at the start, etc. etc. Zombies could have classes too, though I don't have any concrete ideas. --Harrison Hatchet 22:06, 2 September 2009 (BST)

Both of the other cities were promotional. I'd wager that if they make a movie of Pride and prejudice... and zombies, then that will be made in to a city. Other than that, I don't see a need for more cities. Furthermore, it's just not that good an idea overall.--Yonnua Koponen Talk ! Contribs 22:13, 2 September 2009 (BST)

Yes to implementing this in another city. In Malton? No.--Maps 13:43, 3 September 2009 (BST)

Agreed... on a side note, if you want to play like that, go play DND or scroll wars --Gat 04:07, 5 September 2009 (BST)

Things similar to this are often discussed by people designing theoretical cities for UD, I know I did way back. Your problem is Malton is open beta, so you'd have to have a new city to test this in (similar to perma-death in MV and BHW) or a new game to try it in. I outlined something similar to a programmer I knew when we were considering something similar. It's never going to fly here though, this is about alterations to the current game, not whole new ones. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:53, 12 September 2009 (BST)


Stabilization

Timestamp: --Johnny Yossarian 02:29, 29 August 2009 (BST)
Type: Survivor skill
Scope: People over level ten w/ 'doctor' tree
Description: Using whatever is handy, you can now stabilize your infections for 5 AP, ending damage after 25-30 turns.

Basically, this would allow infections only half of their normal lifespan, depending on whether or not you have Bodybuilding. You stabilize an infection so that, while it still does normal damage (1 hp per turn) after 25-30 turns it will end completely instead of hounding you till death. So no: If you're already low on HP this won't help you very much, but if a zombie infects you and doesn't hurt you any further, this is an quick fix, but at a cost:

First of all, it costs 5 AP to use: Definitely not as easy to use as a FAK, and plus you're still damaged for 25-30 turns.

Second ,(and third), you need the full doctor tree of First Aid, Surgery, and Diagnosis: And, you have to be at least level 10. I was considering putting this under Zombie Hunter skills, but it seemed to fit better here. You also CANNOT use this skill on others, only yourself.

Flavor: (after stabilizing) You halt the spread of your infection, but it still hurts badly.

After 12-15 turns: Your infection is starting to ache a little less now.

After 25-30 turns: Your infection has been completely stabilized.

How does it sound? Worth a real suggestion?

Discussion (Stabilization)

No. Because for half, even a third of the AP you spend before the infection cures, you could find the nearest Hospital, search, and heal yourself. If you added a 10 hour cap for the infection to cure as well as the 30ap, it could work, but personally I think 25-30ap is way too much. That's 30HP before it even fixes itself. Most people get revived with 30HP and an infection, what then? --DANCEDANCEREVOLUTION-- 02:43, 29 August 2009 (BST)

No. You can use 4 AP searching for a FAK and 1 AP to use it. You gain 5 HP and you cure your infection, 15 HP if you are in a powered hospital. Your suggestion is WAY underpowered. No one would use 5 AP just for getting their infection "Stabilized", and losing 30HP. Searching for a FAK

  • 10 turns for searching -10AP -10HP
  • 1 turn to use it -1AP +10HP
  • Something else -39AP

60HP

Using your skill

  • 1 turn to use -5AP
  • Something else -45AP -30HP

30HP --Orange Talk 02:46, 29 August 2009 (BST)

Actually, the "normal lifespan" of infection is UNTIL CURED. So if you get infected and then die (via the infection or not) then get revived, your STILL infected. In fact, your infected while as a zombie, you just don't take damage. Your also forgetting that most players will heal each other for the XP. You don't get XP for curing an infection, but if your infected that probably means your down 4 HP so someone WOULD get the 5 XP for healing you (and curing your infection at the same time).--Pesatyel 04:43, 29 August 2009 (BST)

Sorry, but it's a no from me. I think this is a pretty useless idea - if you are infected, you are going to have taken a fair bit of damage anyway (from the zombie that infected you). Even with this, 30 HP is most probably still going to be enough damage to kill you, and even if not, doesn't this go against the point of an infection, a typical zombie one especially? It just wears off over time? Yeah, it's a no from me, but thanks for taking the time to suggest. - Foxtrot 18:57, 30 August 2009 (BST)

Infection is so feeble as it stands. Stop trying to nerf something that that is cured with a few AP's worth of searching and one to apply the FAK. --WanYao 21:16, 30 August 2009 (BST)

Im most likely to be infected after Ive just been revived. At this point my health is at 30hp anyway. As such stablilisation will do nothing to save me. --RosslessnessWant a Location Image? 11:51, 31 August 2009 (BST)

Mm. As noted, it's a lot more efficient to use a FAK. For this to be a viable tactic, infection'd have to be only surgery-removable or something. Which is a suggestion that'll get shot down pretty quickly anyway, so. Thanks for putting some thought into it, though. RinKou 07:14, 1 September 2009 (BST)

Yes! nerf those damn zombies!!! fuck em all.--Globetrotters Icon.png #99 DCC 22:59, 13 September 2009 (BST)


Beta-Ville! (Thats not the sanctioned title, just something I'm kicking around the office in my head)

Timestamp: Devorac 06:22, 27 August 2009 (BST)
Type: New Testing City (NTC)
Scope: All Enormous Suggestions
Description: How many times have you seen a suggestion that has amazing potential, that is amazing potential to either be amazingly cool, or to break the system in a truly amazing fashion, but the catch is you have no idea until the suggestion is implemented what will happen!

Now most of the time you can make an informed hypothesis about the probable effect of a particular change, and on little things you will be correct almost all of the time. For instance The "Just a Knife" suggestion, it only changed the name of a thing, this means that the effect will be near nil. Now let's say we are to consider the Augmented fear that's under discussion now, that one can pan out in a great number of ways some good, some bad, some that really don't make much difference and only addd complication. Now instead of being forced to either ditch it completely or implement it, why not create a city where large scale suggestion could be tested without breaking any of the other burbs?

In this new testing city (Reffered to as NTC from here on) Kevan -or a particularly motivated team sanctioned by kevan- could implement new suggestions in full scale tests without hurting malton. This allows for suggestions to be refined further than they could be before by putting them under live-fire conditions, the residents of the NTC should probably mostly be suggesters themselves (if you know how to make something then you'll probably be better at ripping it to shreds as well) to help stress testing and so that they can provide experienced, intelligent *Eyes several people* feedback.

I know every experienced Suggester here has/had something they would love to get testing for, but if we decided to test everything then the coding alone would be more demanding than mass genocide. So there would have to be a set of fairly rigorous conditions first, it would have to be of sufficient scope that beta-testing in the NTC would be worthwhile, and it would have to be passed by a sufficient majority of people willing to test it -willing to test, way different from voting keep. I would vote kill on most of the SMG suggestions i've seen, but there are a few i'd like to test out the intricacies of- so that if it is implemented there will be people to use it and provide sufficient feedback.

Alright, your thoughts, wants, etc

Discussion (Beta-Ville! (Thats not the sanctioned title, just something I'm kicking around the office in my head))

Sounds good to me! Of course I wouldn't have to do any of the coding for it or pay for the servers but hell yes I'll show up and test stuff.--GANG Giles Sednik CAPD 07:54, 27 August 2009 (BST)

I like it, but it's a little idealistic, this could potentially give Kevan hours and hours of work with little payoff... In the end, Kevan knows what he will want to implement, and that's all that matters. --DANCEDANCEREVOLUTION-- 08:06, 27 August 2009 (BST)

It would be a team sanctioned by Kevan. That way, they could show him what worked and what didn't. --Brainguard 15:06, 27 August 2009 (BST)

Finally the idiot trenchie can see that his suggestions are retarded, the whiny zombie can see how stupid it is to exterminate survivors, and the suggestion page aristocrats can be unthroned. --Brainguard 15:05, 27 August 2009 (BST)

It'd probably suffer from the same problems as Boringwood and Moronville - lack of participants. Sure, we might get a few hundred, but that's hardly representative of the ~25,000 in Malton. Also, I'd bet that certain players would stop using this NTC if something undesirable (to them) were to be implemented there. Well, if a ZL suggestion were implemented, it'd be a ghost town in no time. --Bob Boberton TF / DW Littlemudkipsig.gif 15:29, 27 August 2009 (BST)

There's plenty of precedent for changing the rules mid-game in Monroeville, so this is effectively a dupe of in-game. All that's required is for Kevan to reopen the city and start tweaking the rules to try various options. It would, of course, be slow going, as you'd want to test each change individually and give each of them a while to show their effect before implementing another, but it'd be worth it, I think.--Necrofeelinya 15:51, 27 August 2009 (BST)

You could make it only the size of one or two 'burbs so that it wouldn't be hard to code. It would have a Fort, a Mall, some typical buildings and TRPs, and an "Army testing ground" (empty blocks where new weapons could be found and tested). --Brainguard 00:10, 28 August 2009 (BST)

Good idea, that both makes it so you don't have to code as much, plus you don't have to have as many people to run effective tests. If malton is 10 by 10 then how about 3 by 3, or 4 by 4?-Devorac 00:48, 28 August 2009 (BST)
I'm thinking it wouldn't just be the coders playing - anyone could join, too. The TRPs and Mall would be to test the effect on full-scale seiges. --Brainguard 03:12, 28 August 2009 (BST)
Remember:Too much better than climaxville!!..Betaville is the Fictional City of another game...try to change ir later...And sound ok for ...Is only a city for test of people can enter?---(x)AlvaromesaTalk | Bacardi |MPD | Malton Public Radio 04:14, 28 August 2009 (BST)
People can enter. And here's my idea for the "Army Testing Complex", which would be used to test prototype items:
Testing Ground Testing Ground Testing Ground Testing Ground 'Testing Ground
Testing Ground Testing Ground Testing Ground Testing Ground 'Testing Ground
Shooting Range Shooting Range Shooting Range Shooting Range Shooting Range
Silo Guard Tower Road Hangar Secret Research Facility
  • Testing Ground - empty blocks
  • Shooting Range - tall buildings for testing sniper-related suggestions
  • Silo - where prototype weapons could be found
  • Guard Tower - PD, just for flavor
  • Hangar - where new vehicles could be found
  • Secret Reaseach Facility - where new medical and NT items culd be found

New items would first only be available in the Testing Complex. Once proven to be bug-free, they would be tested in the rest of Beta-Ville for balance. --Brainguard 16:19, 28 August 2009 (BST)

Good idea in theory but I don't see it as practical. --Kamikazie-Bunny 15:37, 28 August 2009 (BST)

Okay the idea of special buildings for the items, I don't like at all. The items should be found 'as they would be naturally found if implemented in malton.' That gives you a bit more accurate idea of how this will work, the point is not for this to be flooded with trenchies who want to test automatic shotguns, but for suggestions to beta tested on a small scale world that replicates malton. If the NTC is going to be 4-by-4 then there should be two forts and two malls (bit unbalanced, but we would need at least one that survivors can access at all times for testing) so if your SMG is found in an armory you go grab it from an armory not from a silo. If your Black powder rifle is found in a museum THEN IT IS FOUND IN A MUSEUM, and not in strange facilities, Etc. Zombies who beta should have the opportunity to start with one of the new zombie skills, survivors should have the opportunity to start with a new item. All big changes (hunger/fear/motorcycles/mutant space goats) would be implemented on one particular quadrant. This prevents weird feedbacks between different ideas, allowing you to test multiple ideas at the same time, just in different areas allowing you to preserve the purity of your tests. -Devorac 20:37, 28 August 2009 (BST)

Ok, get rid of the special buildings for items. The tesing complex would just be a TRP. There would be no fort below it. The resources of the buildings in it:
  • Shooting Range - ammo and flak jackets.
  • Silo - same items as Fort Storehouse.
  • Guard Tower - same items as Fort Barracks.
  • Hanger - same items as Fort Vehicle Depot.
  • Secret Research Facility - same items as NecroTech.

--Brainguard 02:33, 30 August 2009 (BST)

Betaville sounds fun.--Maps 20:41, 28 August 2009 (BST)

Here's an idea for the news update for Betaville: The military has set up a new live-fire training and testing facility and is looking for soldiers, citizens, and scientists to staff it (Signup link for survivors). NecroTech has been collecting specimens to fill the facility (Signup link for zombies). There be two seperate signup pages, one for survivors and one for humans. --Brainguard 02:33, 30 August 2009 (BST)

Meh, sorry, no - it's not something I see being public. Gives Urban Dead too much of an open-source feel. Perhaps if it was only accessable by members invited specifically by Kevan, but otherwise, no, sorry. - Foxtrot 19:23, 30 August 2009 (BST)

As long as the amounts of survivors and zombies are limited to keep people from filling it with thousands upon thousands of characters. User:Armpit_Odor/sig 23:14, 30 August 2009 (BST)

brainguard, NO. Down, Stay would you kindly?. There would not be a public opening, the public might not want to play in a burb with ever changing rules and items, where you can't be sure that anything will be at all the same as the second before. The opening would be on a wiki page, open to all willing beta testers who know full well what they are getting themselves into. And there would be a cap on the number of people able to join total. -Devorac 05:25, 31 August 2009 (BST)

Alright then, man. This is a good idea. If Kevan doesn't take this up, I could always have a look at programming a city for us (I can't make any promises though). - Foxtrot 12:16, 31 August 2009 (BST)

-both eyebrows raise- I'm impressed, if you could do that then most of us suggesters would be in your debt. -Devorac 02:51, 1 September 2009 (BST)
Yeah, I could definetely program one. Only problem is finding an online web server with a functional MySql database. I won't lie, I don't know much about web servers. - Foxtrot 22:49, 2 September 2009 (BST)
Not that you could get an accurate beta-ville without Kevan's precise code for the game. --Bob Boberton TF / DW Littlemudkipsig.gif 23:15, 2 September 2009 (BST)
We can always ask him. -Devorac 01:12, 3 September 2009 (BST)
We know how the mechanics work. As long as they function the same, it doesn't really matter how they are programmed. - Foxtrot 03:05, 4 September 2009 (BST)
I don't know if this is Important, but I Random Page a LOT, and I swear I once saw the coding for Urban Dead...Not Sure though it could be something to look for...Cookies and Cream 15:03, 8 September 2009 (BST)

Suggestions up for voting

Ripoff of Boxing Gloves, stolen from Dr Frank

This suggestion is now up for voting. Its discussion has been moved to its talk page.

Food

This suggestion is now up for voting. Its discussion has been moved to its talk page.

"Stand Up" Revisited

This suggestion is now up for voting. Its discussion has been moved to its talk page.