Developing Suggestions

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

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

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list


Suggestions

Interior Description Mod

Timestamp: Necrofeelinya 04:05, 30 October 2010 (BST)
Type: Flavor/Building Status Indicator Change
Scope: Pretty much everyone
Description: I've been thinking lately, which is always a problem and never bodes well for the future. The first stage in this unfortunate process brought to my attention the fact that although zombies outside a ruined building get a vague notion of how long it's been ruined ("very long time", "some time", etc.), when they're inside there's no similar indication. So I thought "if we got that, that'd be a nice change", but given the troublesome nature of my thought processes, I couldn't leave well enough alone. I then got to thinking "but it makes sense that we probably shouldn't get that in darkened buildings", because in the dark you really can't tell how messed up things are or how long it's been that way. And then another realization set in, which is that the same basic concepts should apply to survivors somehow. So I propose that you shouldn't find out the exact AP cost to raise a darkened building until you light the place up, and shouldn't get an interior description of the ruination level of the building until you can actually see what's around you. Just estimate from the exterior description like zombies do.

So the sum of what I'm suggesting here is this, though some of the effects for humans might be already implemented and I'm just too perpetually zombified to realize it:

1. Zombies should get some vague indication of duration of ruination status inside as well as outside except in darkened buildings.

2. Humans should have to install a genny in a darkened building before they find out the exact AP cost to repair it or get an indication of duration of ruination status on the inside.

Also, Simon says take a shot or chug a beer every time someone posts the word "buff" or "nerf" in response to this suggestion. Ready... Set... Go!

Discussion (Interior Description Mod)

Welcome back Necro. Decay levels in building change based on time. Its more vague than the outside, but it exists. How would you change the messages. Im pretty sure survivors can't see repair coast until dark buildings are repaired. --RosslessnessWant a Location Image? 12:12, 30 October 2010 (BST)


Y'know, I remember a time when you were pretty much guaranteed a rapid if not at all satisfactory response on this page... Geez... Fine, I'll do it myself... Buff! Nerf! Buff! Nerf! Buff! Nerf! Buff! Nerf! Buff! Nerf! Stagger to your feet and start cooking something but then pass out and wake up to the sound of the fire alarm as the room fills with smoke, take it off the heat, chuck it in the sink and open the windows and pass out, wake up late the next day to the sound of your obnoxious neighbors chatting loudly about their various illegal behaviors just outside your apartment door! Lather, rinse, repeat as necessary!--Necrofeelinya 12:19, 30 October 2010 (BST)

Bagman Cometh

Timestamp: Pardus 12:53, 28 October 2010 (BST)
Type: Science Skill (Medical)
Scope: Hospitals
Description: Setup Clinic: Setting up a clinic costs 30AP and grants the ability to heal at the cost of 5AP without a First Aid Kit and the ability to diagnose infections within the building, until the player dies or the building is ruined. Can only be used in a powered hospital, is mutually exclusive with Scout Safehouse

Does it need improvement? Which parts do I need to explain like I am talking to a 5yo? Suggestions?

Discussion (Bagman Cometh)

No healing for harmanz without FAKs (or beers or wines). Limited resources are one of the defining weakspots of them that should never be undercut. -- Spiderzed 13:04, 28 October 2010 (BST)

You realise you are only arguing semantics, said "limited resources" are determined by search rate which for FAK's in a hospital is 18.9%, therefore 5ap would be spent searching. So it would in effect only increase said search rates to 25% for that single hospital after 30ap is spent. So the real net gain would be a 16.5% healing efficiency or 10ap per day devoted solely to the provess of healing, if the only thing you did was heal. -- Pardus 13:31, 28 October 2010 (BST)
Limited resources are not just APs. (That's a limitation that holds true for both survivors and zombies.) The real bottleneck for harmanz is encumbrance. A doctor who hasn't to fill his backpack with FAKs, but can spread out at will into guns, needles, genniefuels or toolkits is at a massive advantage. -- Spiderzed 13:45, 28 October 2010 (BST)
So 3ap to make a FAK would be better in your opinion? -- Pardus 13:55, 28 October 2010 (BST)

Scout Safehouse is already a big ol' bag of gack. Don't try specialising it more. When I fall, I'll weep for happiness 15:19, 28 October 2010 (BST)

Scout Safehouse is pretty much a mallrat skill and it's a military skill, personally I would like to see more science skills and anything that makes less use of malls is an awesome thing IMHO. -- Pardus 00:32, 29 October 2010 (BST)

In addition to agreeing with everything the others have said so far, I also don't think it makes in-game sense. Scout Safehouse makes sense, since it's you memorizing the location well enough that you can move through it more quickly than others can. If you set up a clinic, however, everyone should be able to take advantage of it. I've never once heard of a clinic that only one person could see and use. Aichon 17:48, 28 October 2010 (BST)

My response to that argument is simply "Ankle Grab". Or Free Running or Flesh Rot. Whilst I don't like this suggestion, it's hardly unique in making no sense flavour-wise. When I fall, I'll weep for happiness 22:27, 28 October 2010 (BST)
I don't follow. All of those make in-game sense. Zombies learn to grab their ankles to get up faster (okay, so the mechanic makes no sense, but whatever). Survivors learn how to free run out of necessity. Zombies develop Flesh Rot after an extended period of time. I'm not tracking the difficulty with those. Aichon 22:34, 28 October 2010 (BST)
Free Running is not that thing The Tick does to get around rooftops, it's just a sort of urban sport. Using it to leap from building to building makes no sense. With Flesh Rot, rotting further should make penetration easier (though it could be argued that endurance is enhanced through rotted nerves but it's not explained this way). And with Ankle Grab, no amount of grabbing at my own ankles gets my ass up faster, and it works without others around so it's not about grabbing someone else's. When I fall, I'll weep for happiness 22:38, 28 October 2010 (BST)
See, I envision Ankle Grab as when you're on your back and grab onto your legs, then rock/roll forward onto your feet before standing up. And I know what Free Running is, but I'm thinking about it more in terms of these buildings being tightly packed (hence the lack of streets) and relatively low to the ground, meaning that you could do stuff like jump between them easily (without being The Tick) or even wall jump a bit to get into places. And Flesh Rot was something I always saw as producing a calloused, somewhat hard crustiness as a byproduct of the rot, kinda like chitinous scabs covering the zombies. Aichon 22:43, 28 October 2010 (BST)
Maybe my imagination's borked. When I fall, I'll weep for happiness 22:45, 28 October 2010 (BST)
How would you flavour the idea? (cause clearly you are not talking mechanics) Tho you speak like we have label makers and other ways to organize things so no one else will have to learn how you organized everything. -- Pardus 00:32, 29 October 2010 (BST)

Flame thrower

Timestamp: HunButcher 08:41, 22 October 2010 (BST)
Type: New weapon
Scope: Human
Description: This would the human-type infection. Using a fuel can as an ammo (one can could be used 5 times), you could lit up a zombie, losing one HP for every action, until it could extinguish itself for 5 AP. One zombie could lit only once at a time. This weapon could be found in factories, warehouses, power plants.

Attack accuracy should be around 45% (5% higher than the zombie-s bite attack, as it needs ammo, spending AP for searching.) It don't damage for a successfully hit, and the effect fade out after death.

This mostly aim for slowing zombies down a little, as that could wither a siege for a little time as they need to waste some AP.

If you successfully lit up a zombie:

  • You lit up the zombie. Foul smell of burning flesh fill the air.

If you are trying to lit up an already burning zombie:

  • The zombie is already burning. That could waste 1 AP, and a part of the fuel.

When the zombie sees it:

  • You have been set on fire by *username*. Now you will lose 1 HP for every action.

When the zombie extinguish itself:

  • The burning sensetion of your skin got on your nerve, until you started to roll on the ground. The fire extinguished!

Discussion (Flame thrower)

No. First off, zombies would be unaffected by fire, as their nerves are dead. Secondly, it's unneeded, and the cost to remove it (5AP) wouldn't be used. Zombies would just wait until they died and stand up immediately for 1AP.--Yonnua Koponen Talk ! Contribs 08:44, 22 October 2010 (BST)

FUCK YEAH FLAMETHROWERS AND ROCKET LAUNCHERS AND BOMBS AND CARS AND TANKS AND HOLY FUCK A WHALE. No. When I fall, I'll weep for happiness 15:33, 22 October 2010 (BST)

As Mis. Also, I could've sworn flamethrowers were on the Do Not Suggest list, but apparently they're not. Might need to add them... Aichon 20:57, 22 October 2010 (BST)
It falls under military weaponry, I would think, though it's not addressed specifically. --~Vsig.png 00:06, 23 October 2010 (BST)

Hmmm, as a zombie I love this (cheap stand-up) and as a survivor I love this.. BURN! Still not sure this is worth coding tho! --Honestmistake 22:47, 22 October 2010 (BST)

Here's my spin off:

  • Flamethrowers cannot be found by searching. Instead, they are, quite rarely, airdropped in supply crates.
  • They have ten fuel. They can never be refueled, since spare petrol ≠ jellied deflagration formula. Once out of fuel, they're automatically discarded.
  • They have 50% accuracy, boosted by Basic Firearms Training to 75%.
  • A successful attack would leave a target ablaze.
    • Ablaze characters receive ten damage every server reset.
    • Ablaze characters receive two damage following every action, except speaking.
      • All speech is transformed, in a similar manner to death rattling. It would be made all caps, and periods would become exclamation points. Because no one calmly tells you that they're painfully burning to death.
        • This takes effect before the zombie speech processor.
    • If an ablaze zombie grabs hold of a survivor, the survivor is set ablaze.
      • This cannot be transferred between zombies.
  • Characters who are fuel-stained revive 15 damage upon being set ablaze.
    • If more fuel is splashed on them while ablaze, they will receive an additional 15 damage.
  • Beer and Wine do 5 damage to ablaze characters.
  • Ablaze zombies are seen as 'ablaze zombie'. They are split into their own stack, apart from the non-ablaze zombies.
  • Ablaze survivors have '(ablaze)' added after their name.
  • Being ablaze is curable only by death.

--VVV RPGMBCWS 04:50, 23 October 2010 (BST)

I like it, but I think that every action a survivor takes while ablaze and in a building should count as a ransack, even if the building is filled with survivors. If the building becomes ruined as a result, everyone is kicked out due to the building collapsing under them, and they all take 20 damage, in addition to being set ablaze. The ruined building is labeled as being ablaze, and can only be put out via weather effects, such as dense fog or snow. Additionally (you didn't think I was done, did you?), zombies who attack barricades of ruined buildings that are ablaze become ablaze themselves. And instead of referring to them as "ablaze zombies" as you suggest, it should say "flaming zombies", just to be clearer. A final detail: headshotting a flaming zombie causes their head to fall off and roll into the nearest non-ablaze building, ruining it instantly and setting it ablaze. Thoughts? Concerns? It's not too overpowered, is it? Aichon 05:03, 23 October 2010 (BST)
When the sad day comes and this game finally draws to an end, this is exactly how it should happen. A fire breaks out. It spreads. Every building is ruined and cannot be repaired. The streets are filled with smoke. Resources are no longer available. Every player is eventually burnt to a crisp, never able to stand again. The fire is finally extinguished by when the winter snow returns. All that is left is a wasteland of ash and soot and charred bones. The quarantine is finally lifted but none of Malton's former inhabitants are left to see it. The end.
.
.
.
And it all started with a flamethrower. ~Vsig.png 05:47, 23 October 2010 (BST)
Ahhh... fire. The best form of entertainment. --Aeon17x 08:50, 23 October 2010 (BST)

Wow. Suggestor completely forgets to consider how PK'ers will use this. --RosslessnessWant a Location Image? 11:33, 23 October 2010 (BST)

This is already Peer Reviewed. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:49, 23 October 2010 (BST)

Doesn't the fuel can+flare gun do this already?--Mtumbe Ngoube 22:36, 23 October 2010 (BST)

This isnt suggested already, as I didnt thought about a new weapon like pistol, instaid a weapon that only slow down, but isnt doing any direct damage. --HunButcher 08:35, 24 October 2010 (BST)


Relentless

Timestamp: When I fall, I'll weep for happiness 20:48, 19 October 2010 (BST)
Type: New skill
Scope: Zombies
Description: Relentless would be a new zombie skill, underneath Ankle Grab. Zombies with the skill who suffer a headshot have a flat 50% chance of ignoring the effects of it, and being able to stand up without the additional 5AP cost.

This would not be reflected in flavour text given to those who kill the zombie, who would still see the standard "They take a headshot and die" text. However, the zombie with the skill, if it succeeds, will see the following text:

  • You took a headshot from Trenchcoat the Zombie Hunter, but your relentless drive kept you going! (10 minutes ago)

Discussion (Relentless)

I'd prefer a time mechanic, so if you were shot in the last hour you can ignore it. --RosslessnessWant a Location Image? 21:14, 19 October 2010 (BST)
No, that removes its ability to counter rise tactics. Make it the other way round, the longer you wait the more the headshot damage drains away. - User:Whitehouse 21:19, 19 October 2010 (BST)
I like that. Perhaps 5 hours? Twice the time it takes to gain the AP from headshot back, so it wouldn't be the smart decision, but it would be a relief to casual players.--Yonnua Koponen Talk ! Contribs 21:41, 21 October 2010 (BST)
Yes. Maybe meddle with the %, but chance is in my opinion the best mechanic, applied at time of headshot. Must follow Brain Rot, tho. ~m T! 21:38, 21 October 2010 (BST)

Suggestions up for voting

Manhandle 2.0

Moved to Suggestion talk:20101019 Manhandle --RosslessnessWant a Location Image? 20:22, 19 October 2010 (BST)

Lower HP by 20

Moved to Suggestion_talk:20101015_Lower_HP_by_20 -- Spiderzed 13:02, 15 October 2010 (BST)