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

ganster 2.0

Timestamp: Richerd joshepson 01:49, 1 April 2010 (BST)user richerd joshepson 18:30, 31 March 2010
Type: new class
Scope: new players
Description: I tihk improve my last suggestion, my first laguage is spanish, asi que no se fijen en la escritura sino en la idea, maybe the class is overpowered, then, the new suggestion, shotgun, 2 shells and the shotgun training skill, the knife, pay 75 exp for militar skills, 75 exp for civlians skills. and 200 exp points for science skills, looks more balanced, or not? the convict class and punk class are not criminals,but the ganster class is a criminal class, this game is based in the imagination, anyone needs tell his part of the history, even the criminals.

Discussion (ganster 2.0)

Step 1: Make a survivor

Step 2: Edit his description

Step 3: ?

Step 4: Profit! Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:25, 1 April 2010 (BST)


Deface (skill)

Timestamp: Nothing to be done! 14:57, 31 March 2010 (BST)
Type: New zombie skill
Scope: Zombies/Ruins
Description: Took a search, couldn't find anything matching this, but I'm still sure it's probably a dupe. But, I've been thinking about decay. It's a zombie's friend. It's also the friend of everyone who isn't pro-survivor, in various ways. But it's a very passive mechanic. This suggestion is a for a new zombie skill, a sub-skill of Ransack, named 'Deface' This skill will allow zombies to further tick up the decay count as follows - every 24 hours, when the decay count adds 1 AP to the repair cost of a ruin, it also resets an unseen 'deface flag'. If this flag is present, the building functions as a current ruin does. If it is absent, the building can be further ransacked - again, four 'ransacks' but with a 'deface' option replacing ruin, with everything involved functioning exactly as ruin does now, including the 1 XP granted for the initial ransack. Successfully defacing a building will add a further 1 AP to the building's repair cost and trip the 'deface flag', meaning the building cannot be further defaced until the decay tick occurs again. Essentially, the buidling can be decayed twice as fast, only it will require an active zombie presence and will involve more AP spent than it would cost to repair the building. However, this is still a bonus for those who can hold a ruin for a few days, further enhancing their grasp on territory.

The flavour text of this will reflect the zombie causing the building to seem more charnel and well-trodden, as opposed to actually destroying things. The overall flavour is that of the 'smarter' zombies (ie, those with Memories and Ransack) coming to realise that property and shelter are important to the harmanz, and instinctively seeking to deny them access to these. Possible flavour text for the actions involved could include:

You smear gore and filth across the walls, further defacing the building.

You daub blood in familiar patterns across the floor, further defacing the building.

You gouge and tear at what little fixtures remain, further defacing the building.

Thoughts?

Discussion (Deface (skill))

There's something similar in the archives in regards to increasing repair costs from before the decay update.

The whole notion is pointless. You put AP in for a year, the repair cost is over 9000, it still doesn't cost me any more to reset that clock with a suicide repair. Anything over 50Ap to repair is pretty much pointless to the zombie side. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 17:47, 31 March 2010 (BST)

A 9K AP expenditure though would put that character out of action for more than half a year, how many players are willing to bite that bullet? -Devorac 18:44, 31 March 2010 (BST)
For the glory of leading the big ruin repair board forever? You'll find some. Also there's nothing to stop people asking friends who like to go for glory to create a character and join their group for that one event. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 18:52, 31 March 2010 (BST)
After a year it would only be 730, not 9000. Nothing to be done! 18:53, 31 March 2010 (BST)
The point is that over a number that allows them to cade or run back to cover, the total is pointless as the survivor accepts death to reset the clock and make it easy to retake the building. A better skill would be one that forces the survivors to do it in 50AP blocks, making them die lots of time knock the total down. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 18:57, 31 March 2010 (BST)
Numbers that high are liable to lead to characters being abandoned to this purpose, though - 700 AP is a full two weeks of being unable to do anything, and that'd only be for one building. Nothing to be done! 19:09, 31 March 2010 (BST)
Just so you know, my Knight is currently in the SW looking for anything over 130 to repair, if you can make me a 700 AP one I'll be your bestest friend ever. Two weeks of downtime is over in two weeks, glory is forever. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 19:12, 31 March 2010 (BST)

I like it. It's a zombie counterpart to barricades that doesn't upset AP balance for survivors. My zombie character would love the chance to have a whole new level of destruction to unleash on buildings now that he's maxed out; my survivor character enjoys having more challenge and prestige from the lowly repair-work he does. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:10, 31 March 2010 (BST)

Survivors should only be able to repair in blocks of upto 50AP, anything more to fix should only be "tidied" up (reduce the decay status) If that gets implemented then this would be a fine addition.... as is its pretty much a pointless zombie AP sink! --Honestmistake 23:11, 31 March 2010 (BST)


Binocular/Ruin nerf

Timestamp: -- 12:46, 31 March 2010 (BST)
Type: Balance?
Scope: Survivors
Description: Binoculars are always a helpful thing (for me anyway, I've always been a bit of a fail loner in UD).

Of course, something this simple must have been suggested before, but I'm thinking that towers/buildings/hotels/motels that have been ruined should be unusable as binocular surveillance posts during the period in which they are ruined. At the point where they are repaired, they can be usable again with binoculars.

Trying to use binoculars in said ruined building type would just display a message explaining that the tool doesn't work in ruined buildings.

A couple of issues- Flavour? I don't care much for flavour, so perhaps in your critique of the suggestion you could help think some up, else I won't listen to you cries of flavour illegitimacy- I've always cared more about gameplay ramifications than that of the overzealous logic nazi. Should using binoculars in ruined building cost 1AP? Personally, no, but if users (in the masses) deem that it should, like other similar "fail" actions, then why not. Should this be for HB+ buildings too? I'd like it- I luuurve small survivor nerfs, but tevs. Let's keep it small.

Probably a dupe. I searched "binoculars" through the Suggestions Namespace, but even so, could have been done before. If so, say so please.

Discussion (Binocular/Ruin nerf)

It's a reasonable idea, mechanic-wise, but who really uses binoculars in ruins? Saying that, if you can't freerun up a ruin, I don't see why you should be able to climb up to use binoculars, and I like the idea of not being able to use them in HB+, if only because I'm biased and look at overcading as borderline n00b griefing. Doesn't really make the game any more fun, otherwise. --OnlyKillingZombiesIsRacist 14:01, 31 March 2010 (BST)

When looking for an observation point, whether the building is ruined or not is a null consideration since both harbour the same binocular mechanics. An example. You might need to look from a building closer to, say, the Blackmore Building to be able to have a look at its status (without wasting the +6ap getting there and back via walking), but the only buildings in range of binocular vision are ruined. Currently, you can just run in, look at the Blackmore Building from the ruined tower, and then run back, in terms of scouting it saves AP to do it this way, under my mechanic they wouldn't be able to use those ruined buildings. It adds a very small tactical advantage to ruins for Zombies. Not enough for them to target a building over something else, but you know. -- 03:13, 1 April 2010 (BST)

<Cyrus>I can dig it.</Cyrus> Nothing to be done! 14:18, 31 March 2010 (BST)

wtf not? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:11, 31 March 2010 (BST)

Logical.--Yonnua Koponen Talk ! Contribs 22:13, 31 March 2010 (BST)

Perhaps not an all out NO! make it 50% chance to fall and take damage and i would like it a whole lot more. --Honestmistake 23:14, 31 March 2010 (BST)


New class: Ganster

Timestamp: User:Richerd joshepson/Sig 06:34, 30 March 2010 (BST)
Type: New class
Scope:New players and old players who needs more variarity
Description:In this incredible game, you can decide be a survivor or a zombie,

if you choose be a survivor, you can be a militar, a scientist or a civil, the civils are Doctors, Police officers, Firefighters and Consumers, everyone fighting for they own life, but, how do the criminals to survive the outbreak, or theres no crime in the city of malton? As a ganster, you starts with shotgun training skill, a shotgun an spare ammo(4 or 6 shells) and a knife or a melee weapon and the hand to hand combat skill(a real ganster should be better equiped) and you pay 75 exp points for civilians skill and military skills(the gansters knows who attack like soldiers and act like normal people) and 150 exp points for scientist skills, obviously, they are not the smarter guys of the town, and the startup message could be

You are in a job, there is a dead body near you,the job is not very nice, but it gives some money, then, there are a lot of activity, shots, screams, cops and soldiers everywhere, you think, maybe a gang war, but,the body in the room rises, he tries to attack you, you run out of the building, and you dicover a ten thousands worser scene, zombies, with blood in their mouths and your patners are dead in a crash car, you take a weapon from the car, you leave the block, running for the city, at least, you find a safe place,then you think, if the hell exists, it moves to malton. or a shorter version of that. Notes If someday includes machine-guns in the game, this class can starts with that weapon. the shotgun training skill can be swapped for tha basic firearm training skill.

Discussion (New Class: Gangster)

Emm... use the proper format first off, and gangsters are way overpowered, if they start with 4 shells, a shotgun, 2 skills, and only pay 75 xp for all but 7 of the skills in this game. --Enigmatalk 04:51, 31 March 2010 (BST)

I fixed it.-Pesatyel 05:39, 31 March 2010 (BST)
Actually you got the discussion header wrong, but it's all good now. -Devorac 06:56, 31 March 2010 (BST)
D'oh!--Pesatyel 04:56, 1 April 2010 (BST)

We already have Convict in Peer Review. Similarly, we have Punk. The problem with "new" classes is that they aren't really necessary since, by level 6ish, every class is essentially the same. Everyone takes Body Building, Construction, Diagnosis, Free Running and NecroTech Employment. Healers will take Lab Experience and combat types will take Hand to Hand (or another gun skill). Everything else is "personal preference" and, yes, I know so is the list above, but those skills are the ones everyone takes pretty quick. As for the suggestion itself, as pointed out, it is overpowered. NO class starts with 2 skills, so why should this one? Secondly, which "category" would this be in? THAT would dicatate the cost of the skill purchases.--Pesatyel 05:39, 31 March 2010 (BST)

First question, is your first language English? Next question, how do you justify a class that will out level every other current class (No class yet has two 25% cost deductions to their skill tracks), comes out hotter (two start skills), and starts out with a decent weapon on top of that (Giving gun skills and hand to hand to a newly created character is a zerger's dream). Obey the Midnight's rules. -Devorac 06:56, 31 March 2010 (BST)

Luckily for you this has already been taken apart by nice people. There is one starting class that needs two starting skills, but good luck getting that through Peer Reviewed. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 10:43, 31 March 2010 (BST)


Suicide

Timestamp: Jack Kolt Talk|Chars 06:26, 29 March 2010 (BST)
Type: New twist for anyone who is suicidal.
Scope: survivors, CR'd zombies
Description: Malton is a dangerous place. people are scared to death about getting eaten. so what do you do? well, if you've seen any zombie movie worth it's salt, you know there's always the person who goes and kills themself. now, there is the old standby of jumping of a building, but what if you have something that can do the job for you? this is where suicide comes in. basically, kill yourself with stuff on hand. Now, only a few items would make the cut. and they are:
  • knife
  • pistol
  • shotgun

When you click on an these items (when they are in your inventory) you get this message:

this item has little effect besides combat (or some such) . would you like to use it on yourself? this will kill you yes/no

clicking on yes will give you this text (if you use a gun, and will use one bullet/shell) placing the barrel of the gun to your mouth, you exhale sharply, then pull the trigger. there is a loud gunshot, and you collapse to the ground, dead.

clicking on yes will give you this text (if you use knife) placing the cold blade of the knife to your throat, you clench your teeth and cut your neck open. blood drips over your chest, and you collapse to the ground, dead.

--notes--

  • you do not take headshot for this regardless if you are a zombie hunter.
  • anyone in the vicinity would see "Soandso killed themselves with a (insert weapon here)"
  • any other weapons are far to unwieldy to warrant enough damage to kill yourself.
  • your clothes get bloodied as usual.

Discussion (Suicide)

  • Been suggested a buncha times before, but I'll let Izzy toss the list up, since he's got everything on tab. Main reason it's never been implemented was balance/abuse. Makes parachuting way too easy. A bunch of death cultists could hop into a mall and kill themselves with 48 or so AP left to kill and pinata the place. Etc RinKou 06:39, 29 March 2010 (BST)
RE Looking back on this, I'm sure didn't think this one through enough, as the amount of abuse this would get would be catastrophic. Well, good thing this isn't the real suggestions page. --Jack Kolt Talk|Chars 02:51, 30 March 2010 (BST)

Might as well just cut out the middleman and give zombies free-running... Hmmm :) --Honestmistake 08:55, 29 March 2010 (BST)

Suggestion:20071210 Suicide By Firearm is a good example of a dupe. And please explain how you can put a gun in your mouth and pull the trigger, without causing a headshot. --RosslessnessWant a Location Image? 10:03, 29 March 2010 (BST)

You know better than to use logic on a member of the DEM. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 10:33, 29 March 2010 (BST)
RE oh god, not these stereotypes again. but yes, It makes more sense to have a headshot. --Jack Kolt Talk|Chars 02:51, 30 March 2010 (BST)

Ross stole one of the better dupes from my files. The main reason that this is always shot down is due to barricade negation concerns, barricades are the core mechanic of this game, removing their effect in such a blatant and clumsy way is just stupid. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 10:33, 29 March 2010 (BST)

I, for one, support the idea of a 100+ zombie paratroopers freerunning over the barricades and becoming a lethal swarm of insta-death with the simple application of a knife. It just makes so much sense in terms of a zombie apocalypse, it's glorious. --OnlyKillingZombiesIsRacist 14:03, 31 March 2010 (BST)

Just a thought but, if only those survivors with infections could suicide (ie give up all hope and end the suffering asap) then it would at least be thematically pleasing. Of course there should still be a mechanism to make it a poor parachute... perhaps a 50% chance of a headshot and a 50% chance of setting current AP to -1. --Honestmistake 23:18, 31 March 2010 (BST)


Fallout Bunker

Timestamp: Kamikazie-Bunny 18:40, 23 March 2010 (UTC)
Type: Unique Location
Scope: Location
Description: "Hidden deep underground in Malton is the remains of an old Nuclear Fallout shelter. Although looted of supplies the heavy blast doors can still provide protection from the horde; not for long though, the air supply is broken."

The Fallout bunker is a 1x1 location located at Shelper Park, Lukinswood [29,49] (Any other suitable, external location may be used), the bunker is not visible but the park description states "There is a fallout bunker hidden amongst some trees and bushes, the doors are open/closed." and there is an option to 'enter the building'. It counts as a dark building.

As the bunker is underground Radios, Phones and GPS units do not work, however if a generator is set-up the lights can not be seen externally and the emergency radio is activated (This radio is set to receive 25.92Mhz (EBS), cannot be changed and cannot broadcast).

The bunker features a heavy blast door. This door can only be opened and closed by survivors from the inside and costs 5AP to do so (the doors cannot be closed when ruined). If there are no active survivors inside the door automatically opens. When the door is closed bodies cannot be dumped. As a consequence of the air recycling system being broken any actions performed inside the bunker with the doors closed costs 1Hp.

The internal descriptions are:

  • You cannot discern anything in the darkness of the bunker.
  • The lights flicker on and off along the cold concrete walls with the humm of the generator, water drips and the air smells stale . The air recycling system is broken and needs a new Air-Chip.

Although the Bunker has been looted of most supplies survivors can still find lengths of pipe and newspapers. Unique clothing in the form of a blue and yellow jumpsuit can also be found within the bunker.

Discussion (Fallout Bunker)

I support unique hidden structures, like the garland museum, or the Coram building. Not sure about the details though. --RosslessnessWant a Location Image? 19:01, 23 March 2010 (UTC)

The outside location should be randomly placed like the Emergancey Broadcast system was, makes things more intresting. --Michalesonbadge.pngTCAPD(╯°□°)╯ ┻━┻ 19:05, 23 March 2010 (UTC)
Aye. --RosslessnessWant a Location Image? 19:08, 23 March 2010 (UTC)
I was suggesting that park because it was convenient for me but it can happily be placed in any other location which could provide suitable 'camouflage', I just don't think it would be appropriate to suddenly appear in the middile of the street. --Kamikazie-Bunny 05:26, 24 March 2010 (UTC)

Pointless. Because I'd break it.

If an 'active' character is no longer in it, the doors open. It takes five days for a character to idle. I only need to perform 1 action to stay active. Behold the timeline:

  1. Myself and friends with PKer and death cultist alts attack the bunker in a mass strike and kill and dump all the inhabitants.
  2. Only my character remains and he closes the door, locking himself in with just his inventory.
  3. Once every five days I log in and hit search.
  4. I have 60HP, at this rate (60 x 5) it will take me 300 days to run out of health and die.
  5. I have a full inventory of 50 FAKs. This provides me with and additional 500HP of potential health.
  6. I use these FAKs periodically. This provides me (560 x 5) with 2800 days until I run out of health and die. To save you doing the maths, 2800 days is 7.67 years, longer than the game has currently been running.
  7. Should I be in danger of actually running out of health seven years from now, I will contact a friend and he will substitute his character for mine. The door to your bunker will be open for 30 seconds every seven years.

Can we cycle this yet? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:10, 23 March 2010 (UTC)

Once again I underestimated the basement-dwelling-ass-hole factor, then again it could become a role-playing part of Malton, we know there's a vault, we know people can get in but no one knows anyone who's actually been inside, only rumours. But if you really feel that it's a good idea, go ahead, anyone with 1/2 a life would get bored of doing it after a week or two, there may be really pathetic people who keep it up for a month or two but it's not exactly game breaking. Could you honestly see someone keeping this up for a year out of spite (I doubt even you'd do that)? Of course your plan assumes you can get in the vault your self, it'll be entertaining seeing groups fighting for control of it at peak hours. But if you really want we can have 'open' days on August the 6th and 9th (see Hiroshima/Nagasaki) so people can enter and exit freely without doors, happy?.
Using that sort of thinking me might as well ban survivor characters though.
"Behold;"
1) I use a proxy to create a scout/fireman
2) I kill/wound a survivor
3) I jump out a building and kill myself with my last AP
4) Are there any survivors left?
Yes - Goto 1
No - Goto 4
5) Congratulations - You've broken the game (and in less than 7.67 years).
Do you see where this is going? EVERYTHING can be abused, it's simply a matter of determination... --Kamikazie-Bunny 05:46, 24 March 2010 (UTC)
The difference between his example and yours is that his is allowed within the rules of the game, whereas yours is not. We can't always deal with people that will break the rules, but we can deal with people within the rules. Anyway, I honestly like the flavor, but Iscariot is right about the mechanics. There needs to be some way in besides someone on the inside opening up, since I could see a duo of PKers using it as their personal safehouse for years to come, where they take turns going out and coming back, opening and closing the doors for each other while coordinating via IRC. You'd have a window of maybe 10 seconds each day where you could get in, otherwise you'd be out of luck, and no one has enough IP hits to refresh that often. Perhaps the doors might get "loose" occasionally and need maintenance, much like a generator needs fuel, and if they're not maintained, they can be broken through? It's a random idea that I haven't thought through yet, so I have no idea how feasible it is. Aichon 06:06, 24 March 2010 (UTC)
What Aichon said. The difference is that you're a cheating scumfuck that's acting contrary to the game rules and basic fairplay, and I'm using intelligence to deny survivors a resource within the rules. What next? Are you going to compare rotters at revive points to zerging? People will get bored? What of setting a reminder on their computer and logging in six times a month for two IP hits to watch survivors whine? I'd happily make that effort for years. Of course if other players step inside with identical characters to me, only one of us needs to be active once every five days. Redundancy is a great thing.
Open days? Awww, did I point out the unfairness of this idea by using it on you? Tough. Forts have big heavy gates, yet zombies can still break in. What's actually unfair is you want a nice safe location that zombies have no chance of getting in without death cultists to open the doors. What happened? Did MOB kill you just one too many times for you to cope with?
There should be no location that a fully leveled zombie shouldn't be able to get into in this game. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 10:11, 24 March 2010 (UTC)
Aich - How does needing an active generator to close the door sound? I did toy with the idea of having a specific barricade for this building with no free running access below VSB but a higher upper limit (to reflect the heavy doors), but that would require a total rework of the barricading system or an entirely new barricade system for one location, I think it's unfeasible either way. In my experience most of the rotter's I've seen at revive points have been zergs (with zergy names), the exception to this is when large numbers of zeds are raiding the area.
Izzy - You can't claim 'basic fairplay' after saying what you'd do (which is a variation of sentinel zerging). I could argue I'm using my own brand of intelligence (or indecisiveness) to create a PKer account then abandoning it to create a new account ("I didn't like the name"); having old unused/abandoned accounts does not make one a zerger. I don't get the whole MOB thing, I've never had issues with them as I avoid them when I'm a survivor for obvious safety reasons. If I did have issues I'd browse their forums and find a way to be safe, honestly though I think the level of meta-gaming zombie-obsesses do is atrocious, you could argue that survivors aren't that co-ordinated but most survivors use the in-game functions to communicate, not many zombies have the ballz to do that.
You always criticise but I rarely see you make an effort, do me a favour and try be positive.
--Kamikazie-Bunny 12:03, 24 March 2010 (UTC)
Wait, so in your eyes deliberately denying resources to survivors is 'sentinel zerging'? So in your little world, the Gray Guard and SFHNAS are all zergs? Don't be so fucking retarded. It's entirely acceptable to deny opponents a resource, using weasel words to express the fact that you don't like it doesn't change the fact that you're coming across butthurt. It can only be zerging if multiple characters are used to achieve an objective. My example doesn't use multiple characters controlled by a single player. Your example breaks Kevan's own dictates on multiple accounts. "Yes you can have multiple characters providing they lead separate existences" Your example shows that they aren't leading separate existences, they have a goal following that of other characters you own. Arguing this point just makes you sound like a member of Extinction.
Zombies don't have the 'ballz' to use in game communication methods? Are you trying to sound like ZL? Also, ever heard of feeding groan? Communication tool, used extensively everywhere. If you're referring to death rattle then it might be due to the fact that they have to learn to read and write in an entirely new language. When all your survivors can write in their first language, then and only then do you get to criticise players of a 10 minute a day browser game for not learning a new one.
The majority you've seen are zergs? That must be why your post count is so high on Resens. Alternately I'm going to forward the notion that you're just making shit up.
You've still yet to comment on the major point that there should be no location in the game that zombies can't break into on their own. That basic concept miss your gaze?
This idea is so retarded that if it was my child I'd drown it. And if you ever alter the spacing on my comments again, you will be getting a warning. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 12:28, 24 March 2010 (UTC)
"Honestly though, I think the level of meta-gaming zombie-obsesses do is atrocious."
I was going to offer constructive criticism until I read that. Are you on liquid paper? Have you ever tried using a feral zombie for a week, cracking at barricades and never getting anywhere? The only meat a lonely zombie can get are street treats because of barricades. Just 10 AP of barricade construction takes about 40 to knock down. The only way for zombies to get any action is via coordination, and your scoffing at that coordination scream volumes about your misunderstanding of this game.
Now for your concept: Tis broken and easy to abuse. Zombies, in an organised dedication, should not be shut out from being able to break into and ruin any part of the city. Making a system that can be shut for years is not a good idea in any way I can imagine, and I would happily join Ach in shutting it down if it was ever implemented just to prove its flaws. John Ibans 13:07, 24 March 2010 (UTC)
lIzzy - I never said it was, I said it was similar to, an alt or zergs used to watch a specific properties (e.g Masts) wouldn't be that dissimilar to using one to camp the vault. As for my example, it doesn't break the "Yes you can have multiple characters providing they lead separate existences" rule, If I have one character who goes on a rampage, then permanently discard it, when I create a new it is leading a separate existence because the old one is effectively perma-dead and has no further effects on the game. It walks the line but never crosses it, it's would be like me accusing you of being a zerg because you had a different account attack a building 6 months ago (albeit with a longer timeline).
As a zombie I've found the in game communications sufficient for finding forming and joining groups. It has been aided by a combat revive or two but the large zombie groups I've seen won't even make the initiate attempt to contact you in game because they don't have the BALLZ to use an AP trying to help someone without the guarantee of a pat on the head, unless it's part of radio spamming. The only groups I've joined I've done so because they coordinated in game or at least made the effort to try.
The rotters; if you noticed I did say "In my experience", spending a week going to quiet revive points and seeing the same name with a different suffix doesn't guarantee they're a zerg but it's normally an indication of something suspicious. The Resens thing... I don't feel a need to go report things on other forums because I have BALLZ and I'm prepared to spend my AP telling the in game players about these things rather than circumventing the in game features to gain an unfair advantage.
The inaccessible to zombie thing is being worked on, after all this is developing, feel free to contribute something positive at any time rather than the usual. Sorry I didn't reply to it last time, I was expecting some Jerry Springer-esque final thought and skipped it.
"This idea is so retarded that if it was my child I'd drown it." I doubt you have the BALLZ to live up to that sort of thing.
John - Don't worry about the communication thing, it's just a little flushing. The impossible to enter part is being worked on. It may not be fast progress but I'm looking at ides. --Kamikazie-Bunny 02:59, 25 March 2010 (UTC)
I thought of the active generator idea, but didn't quite like it enough to put it forward. The issue I have with it is the same as Iscariot's main issue: done right, zombies will never have a chance to get in. A duo could pop out for fuel once every few weeks and stock up on enough to last them for that long, and it'd enforce their activity, since I believe fuel runs out faster than five days, though don't quote me on that. The basic problem though, is that they could keep it locked in perpetuity since they'd get a warning for when they need to refuel, without ever having had the doors become vulnerable to breach.
The approach I mentioned earlier, having to maintain the doors, is nice since it means that the doors are occasionally vulnerable until they are fixed, and during that window, zombies are free to attack and attempt to breach. If the delay between when maintenance was needed was randomized and frequent, it could create an interesting dynamic. It certainly wouldn't be accurate to how we think of fallout bunkers as impenetrable structures, but it'd work better within the mechanics of the game. I'm not suggesting or pushing for my idea to be used, but rather using it as an example to point out the types of mechanics I was talking about that are necessary for this to work. Aichon 16:36, 24 March 2010 (UTC)
I can't quite visualise how this system will work, it seems like it might work but could you elaborate on the mechanics a bit for me. Not necessarily numbers.--Kamikazie-Bunny 03:05, 25 March 2010 (UTC)
Basically, the doors will, on occasion (say, somewhere between a few times a day and a few times a week) become "loose" and will be in need of repairs by someone with a Toolbox on the inside. While the doors are loose, they act like normal barricades (maybe starting at EHB?) and can be broken down by zombies or survivors outside. Once the doors are damaged enough (i.e. the barricades are gone), the doors are forced open and people can freely enter. This continues until someone repairs the doors and closes them again. As for when they become loose, it'd have to be randomized in order to prevent abuse, otherwise it'd be a scheduled event that the people on the inside could maintain forever. Again though, this merely demonstrates what I perceive to be the desirable properties, and isn't necessarily the best solution in and of itself. Aichon 04:02, 25 March 2010 (UTC)

I can think of a few things that might make some variant of this workable:

  • the bunker is way below ground and cost 10AP to climb down (half this if its light).... each climb has a chance to fall that is equal to the players current encumbrance because it is dark and slippery and i am a bastard. This fall would cause 61 damage (no flak)
  • Anyone entering can choose to jump instead of climb... this would of course cause them about 61 damage.
  • Once inside a generator would have to be set down to allow the doors to be locked
  • Once powered a survivor faces another risky climb to lock the door and another risky climb to get back inside... anyone choosing to stay on the ladder checks for falling every time they log in. Running out of AP while mid journey also results in a fall!
  • The bunker counts as a hospital, an armory and a partial NT facility (needle creation only) too...
  • Sadly the air-con eats power at an alarming rate and it will short the generator at a very unpredictable rate (IE 1-100 hours at random) Unpowered the door of course opens!
  • Lastly... zombies cannot climb very well and add 50 to the fall chance. Dumping is 10AP + Fall chance and cannot be done while there are standing zombies inside because even 1 standing zombie blocks the ladder with a 100% success rate.

I'd vote Vouch for this death trap... --Honestmistake 17:05, 24 March 2010 (UTC)

I'll accept this but you would have to add that zombies are too un-cooridinated to climb the ladder back out, so only survivors can climb back out. I particularly like the 1-100 hour generator thing but I'd suggest making it something closer to 6-12hrs, or that faulty electronics automatically open the door after 6-12 hours. It would help relive the "zombies can't enter" problem, you'd be safe but for how long? --Kamikazie-Bunny 03:05, 25 March 2010 (UTC)
Well I do say zombies add 50% to the fall chance which pretty much means that if they have any gear at all they are going to be stuck for a good while... locking them in completely is no good though as it means rotters could never get out and thats even more OTT than never letting them in. --Honestmistake 10:48, 25 March 2010 (UTC)

To summarise New hidden locations are good, the elaborate location suggested here is overly complicated and too easily abusable. Join SFHNAS. --RosslessnessWant a Location Image? 18:35, 24 March 2010 (UTC)

Dumb and out of genre. Nowhere in Urban Dead is safe. That's the point. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 21:09, 24 March 2010 (UTC)

I support this idea only if zombies get a JDAM to use on any given day they feel like. Humans get a safe underground bunker and zombies get a bomb to blow it up :D -- 

Emot-argh.gif 03:12, 25 March 2010 (UTC)


Suggestions up for voting