Developing Suggestions

From The Urban Dead Wiki
Jump to navigationJump to search
NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on suggestions.

Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

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

Fireman's Carry

Timestamp: Wayson 00:09, 2 November 2010 (UTC)
Type: Survivor Skill
Scope: Move people outside of buildings inside them
Description: Currently, zombies can drag people out of buildings into the street, where babah zambahz can chow down on fresh bra!nz. That's excellent, but as a survivor it always sometimes sucks to see one of your mates dragged out as an appetizer. At present, all you can do is slap a FAK on him and hope that he logs in before it's too late. But in a real zombie apocalypse, would you be content with putting a bandage on your friend and then leaving him in the middle of a shamblin' crowd of cannibals? Of course not! That would be plain mean.

Getting serious, what I propose is a mechanic whereby survivors can carry, pull, drag, or otherwise move unconscious survivors into buildings. The mechanic would only be available if the individual in question was standing directly outside the building. (Presumably he was dragged out, but maybe he's just stupid or doesn't have free running.) This would involve a more-than-usual AP cost, such as 5 or 10 AP.

There is an issue that I can think of immediately, and that's the problem of this skill being used to circumvent free running. On the one hand, any problems could be avoided through the simple expedient of having cades greater than VSB++ negate the use of this skill. But on the other hand, it could be also be avoided by having the carrying player 'toss' the unconscious survivor over the barricade, while he himself remains outside and needs to negotiate his own way back to safety. Needless to say, I favor the second suggestion.

At present a mechanic similar to this suggestion already exists; in Forts, survivors have the option to dump bodies outside of the gatehouse, in effect 'dragging' corpses over multiple blocks. Obviously doing the same thing for survivors (dragging over multiple blocks) would be a case of Pied Piper Skills, which would be bad. Reiterating, the Fireman's Carry would only function if the target was directly outside the building.

Other names for this could be 'Helping Hand' and so on. I envision it falling under the Civilian skill-set, with Bodybuilding as a prerequisite. (People are heavy! You think some shrimpy survivor is going to carry someone to safety? Nu-uh.)

In closing, it should be obvious to everyone that the greatest weapons survivors have are coordination and teamwork. We need to heal and revive our people, we need to hide behind barricades and repair ruined buildings, and we need to communicate and watch each others backs. This skill would flow directly from those principles.

Thoughts?

Discussion (Fireman's Carry)

Feeding Drag is one of the skills that should never, under any circumstances, be neutured. Its greatest use is for feeding babahz, and that's a difficult task to accomplish. Hurting it only hurts new players. Nothing to be done! 00:17, 2 November 2010 (UTC)

Peer Reviewed already. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:19, 2 November 2010 (UTC)


Didn't see that (and I did look), but no wonder! It was last peer reviewed in 2006. I'd say that four years entitles me to another review?

Zombies get small XP bonus for witness survivor slayings

Timestamp: -- LEMON #1 08:42, 1 November 2010 (UTC)
Type: Zombies
Scope: helping newb zeds, hordes
Description: When a zombie witnesses a death of a harman, why should the last hit get the XP?

I'm thinking a small XP payoff should be given to zombies in the vicinity of survivor that dies. So far, I'm thinking of three versions of this suggestions:

  1. 2 or 3 XP payoff for all zombies who witness the death of a survivor, regardless of whether they attacked the survivor or what skills they have.
  2. 5XP bonus for survivors who you manage to hit before they die (you'd only need to land one decent hit for it to register, and the survivor would need to have not done any action between when you hit him and when he dies)
  3. 5XP bonus for a zombie who has Scent Fear (maybe Scent Trail?) and witnesses a death. Flavour could be that the zombies now take a keen interest in wounded/dying survivors and now take notice of the deaths and the way they are dying, remembering a bit more with each death they witness.

being a zombie is cool, but it's a bitch and a half to get that XP as a newb. This also re-inforces awesome horde tactics. Let's bring em back, boys.

Thoughts?

Discussion (Zombies get small XP bonus for witness survivor slayings)

I like 2 and 3. 2 because it would stop peeping toms just going around and watching deaths to level up. (e.g. Major seige - 100 survivors die, 5 skill levels gained by standing there). 3 I like less, for the reason mentioned above, but it makes more sense with flavour.--User:Yonnua Koponen/signature3 08:51, 1 November 2010 (UTC)

Go with #1 and keep it down to 1XP, to avoid zambahz jumping up several levels in a night just by being a mall siege. #2 is a beast to keep track of, while #3 helps mostly zambahz who have already some levels under their belt. -- Spiderzed 12:26, 1 November 2010 (UTC)

Reduce the gain of nr 1 or drop it entirely, don't give stuff away for free. Reduce nr 2 to the last survivor the zombie hit, current version encourages attacking multiple targets instead of focusing on a single target. Reduce the gain of nr 3. - User:Whitehouse 12:38, 1 November 2010 (UTC)

#2 undermines another skill (Tangling Grasp), by encouraging people to break other's grasps. Plus, it'd make for some new tactics that I find to be a bad idea (zombies getting resurrected and healing each other repeatedly for the sole purpose of feeding as baby zeds as possible). #3 is overpowered, I'd say. #1 doesn't seem too bad, but I still can't get past the fact that it makes strike teams even further and away the best source for XP for a newbie zed. Newbie zeds should have new feral options to level, not new horde options, since the horde options are already strong enough. And, as others have pointed out, the idea of gaining an entire level by doing nothing but standing indoors during a mall siege is not a good thing. Aichon 13:02, 1 November 2010 (UTC)

I'd perhaps give it a limit to when it stops taking effect - perhaps Memories of Life becomes the "off switch" that stops zombies gaining this XP. That stops it being an endless source of XP so you can keep the payout decent. Nothing to be done! 17:04, 1 November 2010 (UTC)


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)

Yeah, I'll confirm this. There's no clear cost until the place is lit. Dark buildings: the bane of repairers everywhere. And while I'm here *Nukes the suggestion just for the lols*
Since that won't be accepted, I'll say here that it's a good idea. I personally like it, adds a bit of atmosphere to the game. I mean, you aren't going to walk into a ruin and not notice that it's trashed :) Shadok T Balance is power 12:22, 30 October 2010 (BST)
Why thank you, Ross. It must be pretty vague indeed, I didn't even realize it exists, but I guess I just wasn't paying enough attention. I tried to look up whether survivors could see repair costs in darkened buildings, but the Wiki pages I checked for Ruins and Decay didn't seem to mention it specifically. Anyway, guess that renders the whole thing moot.--Necrofeelinya 12:25, 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)

*Downs ten cans of beer* --16:58, 30 October 2010 (BST)

The way I see it, this suggestion buffs the zombies all to hell when what they really need is a nerf. Except in those areas they need buffs, because they need to be buffed, buffed, buffed right up if you ask me in lots of ways. But mainly they need nerfs. Survivors needs nerfs too...NERF GUNS! But that'd be a zombie buff if all of the survivors had to use nerf guns, but it'd also nerf the trenchiness of some trenchies, so that'd buff intelligent players, which is always a good thing. Who woulda thought you could buff players by literally nerfing them? Aichon 17:50, 30 October 2010 (BST)

I have one question about this suggestion: How much nerf could a buff nerf buff if a nerf buff nerf got buff?--E Gadus 22:35, 30 October 2010 (BST)

*Counts all the nerfs and buffs in both Aichon and E Gadus's posts, then adds two for his own* *Downs 23 cans of beer* For all I know, I might have miscounted. >_< --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:39, 30 October 2010 (BST)
42! ᚱᛁᚹᛖᚾ 22:43, 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. Nothing to be done! 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. Nothing to be done! 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. Nothing to be done! 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. Nothing to be done! 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. Nothing to be done! 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)


Suggestions up for voting

Manhandle 2.0

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