Developing Suggestions

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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.

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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.


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.
  • 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


Actual Mannequins

Timestamp: · Amazingphobia 03:27, 25 September 2012 (BST)
Type: Flavor
Scope: Humans directly, Zombies indirectly
Description: So. Mannequins.

You should be able to find mannequins in malls, which could then be used to 'decorate' an area in the same way as current decorative items.

The difference is that when you set it up, you'll have the clothing option drop-downs for that area. So in effect you could decorate a Police Station with a mannequin in police garb.

To keep things relatively spam free (because you don't want three mannequins with five items each on, all cluttering the page) you'd only be able to set up one mannequin per location with the fail message: "There is already a mannequin here." and nothing more need be said.

If you select more than three clothing items for your mannequin, any items beyond the first three are placed with "and more".

ie: "This room is decorated with a mannequin dressed in a white hoodie, a white t-shirt, white slacks, and more." (Or however this is currently phrased in-game.)

This makes is so that you can choose any type of clothing you want... hat, shoes, etc. Otherwise to prevent spam we'd have to do things like block clothing types. This way you can pick from anything, but it's just a matter of the first three ending up being recorded.

When a zombie smashes a clothed mannequin, they recieve 2 XP instead of the traditional 1 XP. Undressed mannequins just give the 1 XP.

Additionally up for discussion: Should people be able to re-dress or strip mannequins? If so, how would that work on the game view?

Additionally up for discussion: Would it be better if, to dress a mannequin, you had to edit your profile and actually put something you're wearing onto the mannequin? This would enable you to "bring" clothes from other locations. Clothes you place on would of course remove whatever was in that slot. No taking things or taking things back.

Discussion (Actual Mannequins)


Timestamp: · Amazingphobia 01:50, 24 September 2012 (BST)
Type: Object, sort of.
Scope: Humans
Description: I was thinking about modern products, etc., which have become ubiquitous since the dawn of Urban Dead. One is the phenomenal rise of the "smart phone" as opposed to the cells found in UD.

So in that regard, I'd like to see cell phones a bit smarter. There should be a series of "apps" that are available for use on cell phones when cell service is available. Apps would not come pre-installed on cells, and would instead have to be shared with you by another player or "discovered" during cell use. For example, when using your cell, and additional message reading "You discover a map application." would appear below your normal call. (This happens only once per app, and it's randomized.)

To explain 'sharing' an app, you'd be able to send any app you have to another player in the same way you'd place a call. Everything is identical except the app notice would be 'forced' with your message, not randomly aquired.

You'd recieve an additional drop-down next to your cell with names of the apps once you aquire at least one app. Selecting one and clicking the phone button lets you use that app. Default selection is 'none'.

List of possible apps:

  1. Map app - Gives a similar effect of binoculars from any location, but without showing any data other than tile names, and with a slightly larger radius of landscape. This does not make binocs useless, as they work when cell reception is off and you see the nearby player data and so on. The Map app shows only the surrounding terrain.
  2. Arcade app - This would give random flavor text like when you read a newspaper. You'd be able to gain 1 XP from positive messages. Messages would include things like: "You play with your Arcade app and launch some Angry Vultures, knocking down several headstones." and so on. Remember that you're burining AP, cell towers have to be powered, and you're getting "fail" messages, so this is not an instant AP to XP converter.
  3. Recommendation app - This recommends local businesses, but is actually a sort of mysterious clue machine. It would draw names from a 10 x 10 radius and give you strangely veiled information on building status. For example, it would say "A disappointed customer gave Farnsworth Arms zero stars." Which would translate to "Farnsworth Arms is ruined." There would be nonsense recommendations peppered in to make it a (fun) guessing game.

And so on. The possibilities are endless for these sort of "mini features".

Please don't ask where the smart phones came from. Where did generators come from when they were added? You just "noticed people carrying them" in the news announcement.

Discussion (APPS)

Could be an interesting way to give mobiles and mobile towers some relevance. What it would take for that are some apps that can't be replicated by userscripts. -- Spiderzed 06:43, 24 September 2012 (BST)

Indeed. I know there are faults with it so far, but I figured it was worth opening up to discussion, etc. Plus (I used to say this in 2005, so forgive me if this sounds stupid now) it's good to keep in mind all the players, new or just casual players, who don't know about or don't want to use (or can't use) out-of-game resources. Back in the day, I remember someone suggesting that Necrotech buildings should be colored differently, or that lit buildings should, something like that... and everyone was replying: "KILL - Get the Firefox script." Reminding folks not everyone used Firefox just incited "Use Firefox, then." Ha ha. · Amazingphobia 01:59, 25 September 2012 (BST)


Timestamp: A Big F'ing Dog 23:12, 23 September 2012 (BST)
Type: Skill
Scope: Zombies
Description: Right now zombies face a huge challenge in dealing with barricade strafing and river tactics. Sure, a good horde can take over any building they want and hold it ruined for a long time. But what good does that do if survivors can abandon it and hide in any of the many other buildings next door? Here's an idea to make it dangerous for survivors to let a building stay ruined:

Peekaboo (Don't worry, just a placeholder name until someone suggests something more appropriate)

As decay sets into Malton's buildings gaps appear in the ruined walls allowing a glimpse of the tasty prey next door.

Zombies with the Memories of Life subskill Peekaboo are smart enough to stare through these small gaps. While standing inside buildings that have been ruined for 5 consecutive days or more, zombies with the skill can see how many standing survivors and zombies are inside adjacent buildings. The adjacent buildings you can see into only includes those north, south, east and west, not diagonally adjacent ones. And the gaps are not large enough to let you see individual player names or profiles.

Although zombies can see into the adjacent buildings they cannot free run into them. Trying to do so just places them outside the building as normal.

And no, you cannot see from an intact building into a ruined one. The gaps may be there, but there's too much debris and dust in the way to easily stare into the ruined building. You also cannot see from one ruined building into another ruined building, meaning that this skill cannot reveal survivors hiding in ruined structures.

This is an X-Ray skill suggestion, which is usually a big no-no, however it's based entirely on letting a building stay ruined for a significant period of time. Want your safehouse to be safe? Don't let zombies party for days on end in the building next door.

Discussion (Peekaboo)

I hate the inconsistent nonsense of it. --I'm not the Ross UDWiki needs, I'm the Ross it deserves. 23:29, 23 September 2012 (BST)

Seconding Ross. I have nothing against a suggestion that makes running away a bit more unattractive, but as it is it is just weirdly inconsistent. -- Spiderzed 06:45, 24 September 2012 (BST)
Gotta agree with the others on this one. Not understanding why it is the way it is at all. Aichon 16:22, 24 September 2012 (BST)

Difficulty Ratings

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:42, 16 September 2012 (BST)
Type: Game Mechanic
Scope: Starting Classes
Description: Simply put, it's no secret each class have their own starting difficulties in terms of finding a decent way to gain XP (without resorting to the hit-and-FAK procedure that most new players probably won't do). For example, Doctors and Firefighters seem to have an easier time farming XP, while Consumers take more time to farm XP. So why don't we show new players the starting difficulties?
  • Private - Medium
  • Medic - Hard
  • Scout - Medium
  • NecroTech Lab Assistant - Easy
  • Doctor - Easy
  • Police Officer - Medium
  • Fire Fighter - Easy
  • Consumer - Hard
  • Corpse - Medium

Discussion (Difficulty Ratings)

Discuss! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:42, 16 September 2012 (BST)

I wouldn't rate Corpse "medium"; terrible hit rates, half XP from clawing revive queues and miserable hit rate penalties clawing at cades, and half movement limiting the amount of attempts you can even make at gaining XP would certainly fall under "hard". We're coming to get you, Barbara 21:47, 16 September 2012 (BST)
Aye, I was fairly split on whether I should put Corpses as Medium or Hard. In my experience, Corpses was actually a fairly easy class to level up. But then again, my experience is nearly half a dozen years dated and there aren't many street treats to nom on anymore... :$ --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:00, 16 September 2012 (BST)
It's the difficulty in playing Corpses that makes me lean against this, unfortunately. If it's accurately listed how difficult they can be, it'll deter new zombie players even further. :( We're coming to get you, Barbara 23:02, 16 September 2012 (BST)
Instead of assigning a difficulty, which varies by area, why not just label the easiest classes "Newbie Friendly" or something like that. So maybe start off labeling Firefighter, Lab Tech, and Corpse.--A Big F'ing Dog 01:44, 17 September 2012 (BST)


Timestamp: We're coming to get you, Barbara 03:27, 15 September 2012 (BST)
Type: Flavourful way to offset the balance
Scope: Everyone
Description: Ditch needles as a findable object. I'm not joking. If needles can no longer be search for, and only manufactured, it'll make survivors think twice about a) combat revives and b) random revives. Revives become a genuine tactical consideration instead of a throwaway object, and players struggling to get pricked might learn to appreciate dual natured play or full on embrace barhah. Obviously this can be tempered by reducing the manufacturing cost but not below the average AP cost of searching for one. We're coming to get you, Barbara 03:27, 15 September 2012 (BST)

Discussion (ONO A NERF)

Damn it Mrs Landingham, I need numbers! --I'm not the Ross UDWiki needs, I'm the Ross it deserves. 08:09, 15 September 2012 (BST)

B) Fixed AP costs are boring

That is all. ᚱᛖᚢᛖᚾᚨᚾ 10:25, 15 September 2012 (BST)

YOU LEAVE MY FUCKING COUCH ALONE We're coming to get you, Barbara 14:24, 15 September 2012 (BST)

Combat revives are survivor combat. As in, they're the idea of playing as a survivor, more living people. --Karekmaps 2.0?! 05:09, 16 September 2012 (BST)

Uh huh. Still doesn't mean a) they're worth enabling and b) the existence of them is completely wiped out by this suggestion. They just become less disposable. We're coming to get you, Barbara 21:49, 16 September 2012 (BST)
They're the only survivor behavior worth enabling and have a net positive effect on player experience. Now if only we could get rid of barricades too. --Karekmaps 2.0?! 22:08, 16 September 2012 (BST)
I'm pretty sure combat revives are far from the only worthwhile survivor activity. If you can't consider a 10 AP auto-kill something that might not be a perfectly balanced game element then I don't really think we're ever going to agree on game balance. We're coming to get you, Barbara 22:13, 16 September 2012 (BST)
I've written pages upon pages on this wiki about the over effectiveness of syringes in part because of the absolute success rate. DNA syringe nerfs have helped that a little but largely they're still the single most effective thing a survivor can do. They're effective because they're the only thing a survivor can do to realistically effect the ratio without griefing via game mechanic. Which is to say, you actually do something instead of making play more tedious for other players. Easier revives mean easier kills are practical, which also means that all things included claws should be running at no worse a kill rate than 10 AP once encountered in a balanced game and that barricades should be nerfed to balance with find rates. Anything else just means continuing frustrated players because of unproductive AP sinks. --Karekmaps 2.0?! 22:26, 16 September 2012 (BST)
I wouldn't say syringe manufacturing would be unproductive, it's just not as productive as finding them easier than my car keys. Combat revives will still exist, and will still save the same purpose, but it just becomes a lot less cost-effective to actually stock up on needles. A reduced cost to manufacture (15 instead of 20? Maybe even 12 or 13 if not-rounded numbers are acceptable) would offset the initial wailing, but you can still reliably spend a weekend stocking up on a dozen needles, which is about the same time I consider acceptable as a PKer to spend restocking my inventory. I still think the psychological aspect of less revives would encourage, at the very least, more dual natured play, which wouldn't offset the imbalance but would go some ways to helping it. We're coming to get you, Barbara 22:48, 16 September 2012 (BST)
The problem comes when you(royal) confuse encourage with force. Making zombie play less tedious would encourage zombie place, making revives nigh impossible to come by without a powered NT would force it. You can't fix the survivor preference imbalance until you address the monotony and ineffectiveness of zombie play for low level characters through, minimum, a combination of more accurate attacks and a significantly lessened barricade hit penalty. Messing with survivor offensive tempo without taking those steps just means less players not less survivor players. --Karekmaps 2.0?! 02:01, 17 September 2012 (BST)
where the hell is mah auto shutgun? and I agree with karek. fuck you miss!-- HEY! HANDS OFF MAH BOOBS!   bitch   COBRA!   אמת 22:49, 16 September 2012

Suggestions up for voting

The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.

Call Backup

by A Big F'ing Dog at 18:16, 19 September 2012 (BST)

Newbie Radio

by A Big F'ing Dog at 00:42, 16 September 2012 (BST)
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