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

Door Knock

Timestamp: Shiznoe 21:06, 9 February 2010 (UTC)
Type: Skill
Scope: Zombies and survivors
Description: In short, the same as the 2006 Halloween effect though as a "missilanious" skill. It strikes to me as odd how you can't tell another person your outside by knocking on the door. It would help those without freerunning tell those inside they need help! It would be very handy...

Door Knocking has two conditions:

1) The player must buy this misslanious skill for 100xp first
2) The player must be outside a building.

To Door Knock:

1) After purchasing skill stand outside the building and click: "Knock at door"

Effects:

1) The players inside will hear: You hear a loud knocking at the door (Survivor)/thumping at the door(Zombie)

Advantages:

1) Can get help from inside,
2) Secret knocks?

Disadvantages:

1) Knocks may trigger "the wrong help" if in a building of opposite kind

Discussion(Door Knock)

Miscellaneous. My pedantry is now satisfied. Also, I'd genuinely like to see the knocks being a permanent fixture. Nice! --Karloth Vois ¯\(°_o)/¯ 22:32, 9 February 2010 (UTC)

Why the hell not? It being a skill seems a bit odd though. Maybe it could be for free? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:04, 10 February 2010 (UTC)

I've been toying with suggesting this for a while. My version has two significant changes to yours:

  1. It's not a skill.
  2. Only zombies can knock.

-- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 03:08, 10 February 2010 (UTC)

I like letting survivors knock as well. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:00, 10 February 2010 (UTC)
Yeah, I want to knock. But I don't think a Zombie could 'knock' by itself. Maybe Zombies can knock if they have MoL? Cookies and Cream 05:41, 10 February 2010 (UTC)
I see your point about the skill needing to be free, good idea! Shiznoe 06:43, 10 February 2010 (UTC)

I like the idea of both survivors AND zombies knocking, although no skill required. Unless you want a skill required to make secret knocks ALA morse code... then that should be a skill. --Maverick Talk - OBR Praise Knowledge! 404 06:33, 10 February 2010 (UTC)

Knocking as a free feature of MoL makes sense. My only concern would be the amount of SPAM text generated by people making zergs just to annoy enemies. --Honestmistake 08:08, 10 February 2010 (UTC)

I'm sure there could be an option to ignore all knocking, just like you can currently do for groans. Also... if zergs all decided to knock on doors instead of everything they currently do, that would be a delightful change. --Maverick Talk - OBR Praise Knowledge! 404 08:14, 10 February 2010 (UTC)
Yeah man. I agree here. In fact, with a few tweaks, I reckon this'd easily pass Suggestions. Just so long as Iscariot doesn't find any flaws. if he does I believe you're screwed. Cookies and Cream 10:50, 10 February 2010 (UTC)

I like this as a free skill... and maybe zombies could knock with Memories of Life--Weed.jpgArthur DentWeed.jpg BIN LADEN IS DEAD!!!!! 11:16, 10 February 2010 (UTC)

OK stupid people let's go through your faulty logic. Zombies need to remember their lives as harmans to be able to swing their arms against a solid object to make noise? Are you all retarded? What? Do they need MoL to attack barricades? This is the same fucking action just for a flavour result rather than de-cading.

Now, reasons we should make it zombie only. Survivors already have far too much exclusive shit they've ruined, see flares and radio broadcasts. Only giving it to zombies means there can be no confusion as to who's causing the noise outside, it's definitely a zombie on the other side of those cades. The nature of paranoia and fear from the genre manifests here. Giving it to survivors just renders it pointless as everyone will set it to ignore due to a huge amount of "Knock a door and run" pranks that will be played, continuously, to death. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 16:03, 10 February 2010 (UTC)

I like "knocking" for survivors and "thumping" for zombies, with both of them free; it's in genre and allows people to distinguish between who's outside. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 21:57, 10 February 2010 (UTC)
I like blondes on all fours and redheads on their knees, it's in genre and allows me to distinguish who I'm inside. Now we have these preferences out in the open, what do either of our preferred examples have to do with this suggestion? For every single instance in the genre you can name with survivors knocking on the outside of defences I can name five other examples of zombies hammering on barricades causing fear and paranoia for survivors inside. My limitation is in genre, yours is from a sense of fair play, one that is not otherwise evident in this game and will ultimately rendering the coding of this update a waste of time. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 00:51, 11 February 2010 (UTC)
As I see it requiring MoL for zombies would be to reflect the idea that they are not being driven by feeding instinct (hence not trying to tear down the cades) but instead trying to attract attention or cause fear both of which are distinctly beyond just mindless Smash, Claw, Eat. On reflection I also think Lelouch has hit on a very good idea with thumping vs knocking.--Honestmistake 23:45, 10 February 2010 (UTC)
Would you like a list of the amount of genre examples of zombies that are not driven by your flawed summation of Vigour Mortis? Given that this game is an abnormality in the fact that most zombies in the genre start with our equivalent of Ankle Grab? Your own simple summation of the 'perfect' zombie does not equal the portrayal in this game or in the genre. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 00:51, 11 February 2010 (UTC)
I believe you mean their equivalent of our Ankle Grab. And all I've ever seen Zombies do is Smash, Kill, Eat. Which is a slight variation of Honest's (Is my grammar right there? I always sucked at apostrophes.) idea of Smash, Claw, Eat. Cookies and Cream
Actually to give zombies their due it should read "Smash, Groan, Grab, Bite, Claw, Drag, Ransack & the occasional Feed!" Knocking on doors in any form doesn't really do much for them except waste AP. However players of all types might find use for this as a signal that they are outside waiting for revive etc... Such things are pretty useless to survivors who can often just go inside and explain exactly what they want but such signals require a modicum of fore planning hence should require MoL for zombies. --Honestmistake 11:56, 11 February 2010 (UTC)
Yeah, it does make sense. I mean, if they remember how to open doors, they'll remember how to knock. Cookies and Cream 20:40, 11 February 2010 (UTC)

Fast Travel

Timestamp: Kamikazie-Bunny 15:19, 9 February 2010 (UTC)
Type: Movement
Scope: Migratory workers
Description: Active Zombies and Survivors may occasionally find themselves travelling long distances on a pilgrimage of death and revival. The repeated clicking of a mouse can be tedious even for the most motivated of players. Fast travel aims to reduce the effort required for long distance travel and reduce server load by moving people where they want to be with less effort than required for each individual click.

Fast Travel has two conditions:

1) The player must be outdoors.
2) The player must be in a square unoccupied by other players.

To Fast Travel:

1) The player selects a suburb from a drop down list (all suburbs are selectable).
2) The player clicks fast travel.

Effects:

1) The player is teleported to the nearest block of that suburb.
  • If the player selects the suburb they are in they remain where they are.
  • If the player does not have enough AP to reach that suburb they remain where they and receive a message stating "That suburb is too far away to reach in one day".
  • If a survivor is infected and does not have enough HP to reach that suburb they remain where they and receive a message stating "You are too ill to move that far, heal your infection first."
2) 5AP + the movement cost (calculated by shortest route) is reduced from the players AP.
  • If a survivor is infected they lose one HP for each AP used for the movement.

Advantages:

1) Faster movement,
2) Reduced server load,
3) May avoid ambush attacks,
4) Can lose pursuers more easily.

Disadvantages:

1) Costs more than regular movement,
2) Survivors still have to find shelter after movement,
3) Zombies are less likely to see stranded survivors,

Discussion (Fast Travel)

Teleporting = Bad. Make it so that they move automatically at a rate of 1 block per 30 minutes.--Yonnua Koponen Talk ! Contribs 22:19, 9 February 2010 (UTC)

Does anyone even read these any more? Also it's a massive survivor buff for no significant downside. Watch how I miss out having to survive the night hiding in that red suburb because I'll just teleport to the middle of that cluster of green suburbs and be perfectly safe sleeping in the street. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 03:12, 10 February 2010 (UTC)

It just burns Ap that you already have, running away without all the clicking--Weed.jpgArthur DentWeed.jpg BIN LADEN IS DEAD!!!!! 11:20, 10 February 2010 (UTC)
Are you just being intentionally stupid? Tell me, idiot survivor with no FAKs steps outside to move suburbs, gets bitten by a zombie as soon as he steps outside, what's the difference between the current status quo and what this would bring? Tell me then why this isn't a buff. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 15:56, 10 February 2010 (UTC)
I assumed that for every block he traveled an infection would cost him 1 hp--Weed.jpgArthur DentWeed.jpg BIN LADEN IS DEAD!!!!! 19:10, 11 February 2010 (UTC)
Yeah, I forgot about the infection effect, 1HP per block, dropping dead at the point they'd reach 0. Thought Isy would of realised that was an oversight not an 'OMG INFECTION NERF!!!'. It actually costs more AP than if you clicked each square. You could use it to move survivors or zombies anywhere, it could arguably be more beneficial for zombies because survivors are left outdoors. But I'm probably going to limit it to suburbs within range rather than negative AP. --Kamikazie-Bunny 20:28, 11 February 2010 (UTC)

As much as I would LOVE to use this feature with my PKer... no. Just no. --Maverick Talk - OBR Praise Knowledge! 404 06:31, 10 February 2010 (UTC)

No. At least not with allowing negative AP. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 11:53, 10 February 2010 (UTC)

I could change it so that your character automatically stops when they run out of AP. So they can't advance more than their current AP(-5) would allow normally, either that or display message saying 'that suburb is too far away' and do nothing, preferences? --Kamikazie-Bunny 20:28, 11 February 2010 (UTC)
Yeah, just what we need, another way for survivor players to spend mass AP on a single IP hit. We need more of these so that a single Survivor player can run not just dozens of characters on their IP limit but dozens and dozens and dozens while Zombies are still limited to 3. If Kev ever grows a brain he'll drop the Rev Needle and Ruin Repair single IP hit actions and get rid of this stupidity once and for all. Maybe even make people register an email address. Ah no, too many Survivors would shit themselves if they could not run their 20 Revive alts from their "IP limit of 3 characters".-- | T | BALLS! | 15:19 10 February 2010(UTC)
Zombies can do this as well... Alts will always be a problem, I wish we could stop them as well, but that's not how the net works. --Kamikazie-Bunny 20:28, 11 February 2010 (UTC)

Ambient Noise on the Radio

Timestamp: Enigma179 15:52, 6 February 2010 (UTC)
Type: Communication/Flavour
Scope: Mostly Survivors, but affects Zombies too...
Description: The basic idea behind this is that the radio transmitter will pick up not only the noise of the people who are using it, but of any general noises in the area. For example, if someone shoots something while in a building with a radio transmitter, everyone listening in would hear it. I thought that it would apply in these cases:

-When someone fires off a firearm (*gunshot* or in the case of multiple shots *a series of gunshots*) -When the final level of barricades falls (*a loud creaking followed by a snap*) -When someone within the building dies from something other then suicide (*A loud scream* (melee weapon or zombie) or *A loud scream cut off by a gunshot*)

Of course, to avoid text spam, the standard "... and again" would apply in the case of multiple occurrences. This would serve the purpose of showing when a PKer is in the neighborhood, when your base has been broken into and when it's under attack. This would also possibly make PKers who kill a loner with a functioning transceiver do so with their axe only instead of guns if they wish to lay low. Of course, if it is defended and the zombies are evicted soon after, then someone can patch a call over saying false alarm. I just thought it would be a nice addition to the current crash and static...

Discussion (Ambient Noise on the Radio)

Clock.png WARNING
This suggestion has no active discussion.

It will be removed on: Feb 13 at 16:14(UTC)

Text Spam TtM; Transmitters only work when turned on now; why the hell would we make them on constantly for just about everything that happens in every building on that frequency? Idea Fail. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:54, 6 February 2010 (UTC)

I agree. The only reason I would vote Keep on this, is because right after I shot someone, I'd abuse people on the radio. Cookies and Cream 16:14, 6 February 2010 (UTC)


Ruin permanently destroys locks

Timestamp: Honestmistake 15:38, 2 February 2010 (UTC)
Type: mechanic
Scope: every door that currently defeats none MoL zombies
Description: Over the many years of quarantine just about every door in Malton has been kicked in, clawed at, gnawed on and probably been hit by hundreds of stray rounds and the time has finally come to admit that they are probably not as strong as they once where. If implemented all future ruins will remove the ability to close the door in that building forever! However the door may still be wedged shut with pipes (and no skill) and will count as a seperate level of barricade (closed door, loose, light etc...) that can be bashed by all and sundry!

On a related note what would people think about letting players choose to use the various bats, clubs and sticks to similarly brace doors? I would think it would have to be an option that people actively choose but it does make sense. --Honestmistake 15:38, 2 February 2010 (UTC)

Discussion (Ruin permanently destroys locks)

I don't like it. Very much OPed.--Yonnua Koponen Talk ! Contribs 15:45, 2 February 2010 (UTC)

It follows the same precedent set by wire fences and removes something that affects newbies only. Current players aren't bothered because they have the skill, can stockpile AP as a survivor or know enough zombie groups to be fed up in short order, the only thing the impenetrable door of doom hurts are newbies who are forced to sit and grind barricades until they get enough XP. Helping newbies is a good thing. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 16:34, 2 February 2010 (UTC)

I agree that helping newbies is a good thing, but I prefer the method proposed by this suggestion instead. Making it permanent would hurt human newbies. Aichon 16:53, 2 February 2010 (UTC)
That version is perilously close to making this a Dupe. In essence the main difference is that I am taking MoL out of the equation entirely and offering a bit of logical narrative for the change. --Honestmistake 10:02, 3 February 2010 (UTC)
You can't be duped with things from Talk:Suggestions. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 10:23, 3 February 2010 (UTC)
Given the massive AP advantages the survivor side still has, combined with the fact that smart play means you'll never see a zombie in months if you want, the chance of harming survivor newbies is quite low. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 16:58, 2 February 2010 (UTC)
Smart play on the newbzombie's side means seeking out the horde, the chance of encountering locked doors with more than 50 buddies gnawing on the cades beside you is quite low.--Umbrella-White.pngThadeous OakleyUmbrella-White.png 10:38, 3 February 2010 (UTC)
The horde? What is it with you survivors and thinking there's only one? Of course a new zombie should seek out the horde, in the same way that new survivors should seek out resources and XP sources, the difference? One of these classes has to spend twice as many AP just to stay with its friends... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 14:14, 3 February 2010 (UTC)

The only time i really see this screwing survivors is in any future new cities where those indestructible doors really do save survivors hoops... However as the building needs to be ruined before this happens it would probably add a lot of chaos and uncertainty to the situation and that can only be good! --Honestmistake 12:31, 3 February 2010 (UTC)

Howabout Ruin destroys the ability to use the building doors, restoring it with a pipe reinstates the doors? --Karloth Vois ¯\(°_o)/¯ 15:56, 3 February 2010 (UTC)

That doesn't really get around the key problem of doors being invincible but it would still be a step in the right direction. --Honestmistake 16:41, 3 February 2010 (UTC)

This would obsolete Memories of Life. What do you propose as a replacement use that will make the skill itself worth buying? ᚱᛁᚹᛖᚾ 04:29, 4 February 2010 (UTC)

I am not proposing anything to replace MoL at the moment (someone would probably shout MULTI!!!! if I did anyway) A future suggestion could bring in more uses for it later but I would favour refunding 50xp to anyone who already has it. --Honestmistake 07:57, 4 February 2010 (UTC)

Clearly not gathering any more discussion, I may get around to posting it for voting later today though so if its still here tonight I will delete it then. --Honestmistake 12:04, 11 February 2010 (UTC)


Zombies can bash down doors

Timestamp: Enigma179 09:58, 12 January 2010 (UTC)
Type: Gameplay change
Scope: Zombies
Description: My last suggestion was shot down quickly, and that was probably my fault, but hear me out. I've heard that being a low level zombie isn't extremely fun; You don't get to attack survivors except for the lucky finds in the street, unless you go through the trouble of travelling with a horde you can't get into safehouses, and even if you find a loosely barricaded place with the lights on inside, you bash down the barricade and can't get in, because of one thing. The door. I propose that zombies without Memories of Life can bash down doors as if they were another barricade level, as I can assume the survivors lock the doors. Those with memories of life of course, can waltz right in without going through the trouble of taking down another barricade level. This would allow lower level zombies to get xp in the standard way without Zking and Memories of Life still saves you some AP.

Discussion (Zombies can bash down doors)

Clock.png WARNING
This suggestion has no active discussion.

It will be removed on: Feb 12 at 20:59(UTC)

Something like this was proposed very recently by Zombie Lord, I believe, and I seem to recall that this aspect of his suggestion was well-regarded. I think it'd be a good idea. Zombies without a horde are weaker than survivors without a group, and this helps the newbies specifically without overpowering them. Sounds good all around. The only concern I'd have would be for lowbie survivors without Construction, but unbarricaded buildings that have their doors closed but are also unruined are uncommon as it is, and sleeping in ruined buildings has always been dangerous. It'd change very little for lowbie survivors. Aichon 10:40, 12 January 2010 (UTC)

I like it. When I Z, I'd like to know that if I wanted to, I could rip off the doors and feed on the meat. My one problem is that, where do the smashed doors go when your recade? Cookies and Cream 15:20, 12 January 2010 (UTC)

Assuming they haven't been ripped to shreds, you could just repair them using a toolbox. Chief Seagull (talk) 15:37, 12 January 2010 (UTC)
Obviously Your toolbox is much better than mine. Cookies and Cream 09:19, 16 January 2010 (UTC)

When playing a Z you're supposed to travel in a group - of any level low or high. The whole balance of this game is based on low numbers of Survivors and Zombies the Survivors have the advantage; High numbers of each the Zombies have the advantage. All of our favorite zombie movies would have been pretty dull if there was only one zombie knocking on the door... Yawn of the Dead --YoEleven 00:42, 13 January 2010 (UTC)

Closed doors are really important in sieges, and this harms newbie survivors as much as it helps lone zombies. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:12, 13 January 2010 (UTC)

s mentioned above these would need to be repairable otherwise NO building would have doors pretty quick. How would pipes factor in?--Pesatyel 05:42, 13 January 2010 (UTC)

I honest thought this has been proposed like, 50 times. But I'm not going back to check :P. Either way, that's basically the way I'd imagine it should work, so no objections here. Locked doors will still act as an insta-barricade (as per pipes) for survivors without construction, but won't be completely invincible to new zombies. The argument is that low level survivors have any number of things they can do to get XP, several of which (ie healing) don't require any skills to do, and only requires one to do effectively for XP gain. Whereas zombies only have one source of XP and need to max out at least one combat tree in addition to MoL to max efficiency for their XP gain. RinKou 06:01, 13 January 2010 (UTC)

Alright, I was thinking that (I didn't put much detail in the OP anyway) when a door is bashed open, you can close it at the cost of one AP, no skills required. This means that there won't be a whole crapload of buildings out there with no doors, and people won't have to start door-repair plans to keep a suburb somewhat safe. And to YoEleven, when I started Urban Dead I had no idea about this wiki, revive points, hordes or anything, I thought that the closest thing to organization was feeding groan. If I ever did get to a horde bashing down a barricade, I wouldn't be able to get more then one or two punches out of the survivors before they were all devoured. And it makes perfect sense from a flavour point of view, zombies would try to break a locked door just as much as one with a couch behind it. —The preceding unsigned comment was added by Enigma179 (talkcontribs) at an unknown time.

The closed door thing is just ridiculous. So lets do this. I would propose that the door be it's own level of barricade, so it would require 3 successful hits to gain entry. The door would be instantly closed again whenever a survivor added barricades, exactly how it works now. The door would essentially be 1 last level of barricades to protect survivors, that zombies with memories of life could simply bypass by opening the door. The door never breaks or needs repair, it is either closed or opened, and it can be opened by MoL, or by "forcing" the door open with 3 successful hits. The hit rate would be the same as to barricades.
How about this for flavor text?
  • You smash at the door (this is a miss)
  • You smash at the door, it creaks. (this is an unsuccessful hit)
  • You smash at the door, weakening it. (this is a successful hit)
  • You smash at the door, forcing it open. (this happens after 3 successful hits)--GANG Giles Sednik CAPD 20:16, 13 January 2010 (UTC)
I like the three-hit idea. That'd handle my concerns about lowbies by making this more reasonable, while still giving solo, lowbie ferals a chance to get into buildings. Aichon 21:22, 13 January 2010 (UTC)
I think that a problem with the three-hit idea is that survivors could potentially use doors as a somewhat effective barricade. 3 successful hits, plus perhaps one more if the survivor inside happened to have a pipe... that means that the zombie has to work through 4 levels of barricades, the equivalent of a lightly +2 barricade. It may seem low, but to a newbie zombie, even if it does have vigour mortis, it won't be able to get that barricade down in one sitting (I'm pretty sure). Survivors shouldn't rely on closed doors and pipes to defend themselves against zombies. —The preceding unsigned comment was added by Enigma179 (talkcontribs) at an unknown time.
Well, keep in mind it's an improvement over the current situation, where newbie zombies can't enter at all. I also don't know of any survivors who rely on pipes frequently. I've seen that cited quite a bit, but I've yet to hear of anyone actually putting it into practice on a regular basis. And this change wouldn't have any impact at all on veteran zombies, so all-in-all, it seems like an improvement. The number of hits necessary can always be reduced later as well. Aichon 14:57, 14 January 2010 (UTC)
I say cut it down to one level of barricade, but have each zombie forcing it open have to open it separately. The flavour text for successfully opening it could read:
  • You smash at the door, forcing it open. It swings closed heavily behind you.
This would cause it to be less of a nuisance for low-level zombies, while still maintaining a level of protection against them - each zombie would be its own separate threat, until one with memories opens it properly for them. Nothing to be done! 20:23, 14 January 2010 (UTC)

As mis. One level, normal memories of life means you can just open it, otherwise to open it is half hand attack percentage. --RosslessnessWant a Location Image? 21:29, 14 January 2010 (UTC)

Same. I like it this way. Cookies and Cream 09:18, 16 January 2010 (UTC)

So, you guys think I should actually put this one up to voting, perhaps some more detail in it? Template:Enigma179 10:25, 18 January 2010 (UTC)

How does the pipe affect this?--Pesatyel 18:32, 18 January 2010 (UTC)
The pipe is just a barricade... I propose making the closed door another barricade level and zombies with MoL can open it as normal. Template:Enigma179 23:07, 18 January 2010 (UTC)
Ok. It just didn't appear to be part of the discussion is all. I'm inclined to agree with Giles. Make it 2 (3 at most) attacks to break through. This is a special circumstance and 1 level just seemed a little to weak.--Pesatyel 04:35, 20 January 2010 (UTC)

Somebody want to put this up for a vote?--GANG Giles Sednik CAPD 08:14, 26 January 2010 (UTC)

Problem is, I just figured out that it's a dupe... I saw like 3 suggestions that are pretty much the same. Enigma179 03:05, 30 January 2010 (UTC)

Righty ho, first post on any Wiki but this disscussion is important to me. I do play mainly survivor but even then, I believe this to be excellent. First of all, it helps prevent the feeling I almost always have as a survivor of being 'safe' as there are no hordes near by and Feral's just can't touch me in my uber-caded, closed door building, and this suggestion helps deal with at least one of those, allowing it to be more in genre with horror zombies.

Also, in terms of my alt (Rose Mort) who is a Zack, I would have to say it is crucial from a newbies point of view. Just because the doors being closed denies so much of the (ultra violent) fun of munching on survivors. As a balance issue as well its not tragic as having spent large amounts of AP breaking down the 'cade I'm not exactly as a newbie going to slaughter thousands single handedly.

As for actual mechanics, I don't think the extra 'cade level is neccassarily the right way to go about it, I'd much prefer it to feel like GK'ing where you have a low chance to succed but it still seems to be a hit, the flavour text could be.

'you claw at the door to no affect' for failure

'your sleeve catches on the handle for just a second, turning it slightly before it slips off' for hitting but not succeding and

'by chance your flailing limb catches the door handle and the door flings open' for success

I would also like to think that this could be a perma open for the door, rather than 'slamming shut' behind you (except maybe hospitals and certain other resource buildings, where doors have those auto close thingies in RL). The counter balance to this to prevent MoL becoming useless is obvious even to someone as poor at maths as me.

35% chance to hit put it at 20% chance that will work results in about 7%ish (I think, like I say, poor at maths in the extreme) chance that it would work, needing a large dose of precious AP for it to succed where is MoL is (to my limited knowledge) a 100% chance to get in instantly.

So ya my, rather lengthy, two cents on the matter --Tabbitha Duo 16:00, 2 February 2010 (UTC)

Well, generally speaking, the chance to hit is based on the accuracy of your "weapon." In the case of zombies, their claws are used for hitting barricades, and claws scale up in accuracy as they gain certain skills, so it doesn't make sense to take that away from them by fixing the accuracy at a level that is lower than what they currently have. Also, for barricades, the chance to hit is halved from your usual accuracy (except for the Crowbar), hence why Fire Axes that are skilled up are popular for de-cading. But your general ideas sound good and the flavor text is interesting as well. Aichon 16:26, 2 February 2010 (UTC)
Yeah... sorry I wasn't specific/thinking there, the 35% was from the prospective of newbie zombies like me, I was talking in those terms mostly because anyone much higher probably has brough MoL in the first place --Tabbitha Duo 10:57, 3 February 2010 (UTC)

Dupe of my own suggestion from a while back. -- Cheese 20:59, 5 February 2010 (UTC)


Suggestions up for voting

Suggestion:20100206 Ladders