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. Please search the existing Suggestions to ensure that your idea hasn't been suggested already.
  • 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.
  • 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, 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

Storms

Timestamp: · Amazingphobia 23:06, 25 September 2012 (BST)
Type: I dunno
Scope: Everyone
Description: Face it. Nothing unpredictable happens on Urban Dead.

You know what's unpredictable? The weather. No, I'm not talking about a full weather system with sunshine and rain and hail and rainbows and sky frogs.

I'm strictly talking about one relatively small addition that would create an all new facet of gameplay.

Storms.

A Storm has a 40% chance of occurring once every 24 hours. It wouldn't be at the same time every day, but rather every three hours a storm would randomly come into being or not based on how the dice rolled... and it would only decide "yes, let's make a storm" once every 24 hours.

So what's a storm?

A storm mimics the Halloween "fog" effect. However, tiles would read "Rain Storm". Having an umbrella in your inventory sets the map view back to normal!

During this time, anyone caught outside would have their clothing effected as such...

"Soaking wet" for standard clothes, and "Muddy" for footwear. Umbrellas would prevent "soaking wet" but not "muddy".

The "Soaking wet" would be removed after the storm is gone, but the mud stays because water dries and dirt/mud doesn't just evaporate.

There would be two random events that would also randomly occur during a storm:

  1. Lightning strikes. All this would be is the game randomly picking a tile and frying any generator within, giving the message: "You hear a clap of thunder as the generator groans to a halt."
    People within a radius of (X) tiles would see: "You hear a clap of thunder as lightning strikes (directions here)."
    If there is no generator on the hit tile, people still see the flavor messages but nothing essentially changes.
  2. Rain causes problems. All this would be is the game randomly picking several tiles and having a bit of roof fall in, taking down the building's repair status, giving the message: "A section of the roof has collapsed due to heavy rain."
    Nobody gets a message unless they're in that building when it happens.

"Why?" you ask...

Because it throws a monkey wrench into things. Essentually because it's somethign unpredictable that will happen and give you a reason to do something.


Note that during winter months, the game could automatically replace the word "rain" with "snow", caving in roofs... and lightning strikes could simply be removed during that span of time.

Discussion (Storms)


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)

My version is better. --I'm not the Ross UDWiki needs, I'm the Ross it deserves. 08:44, 25 September 2012 (BST)

Link? I did a search for "Mannqeuin" but admittedly didn't look far into the results. · Amazingphobia 19:09, 25 September 2012 (BST)
Many years ago, my first edit to this wiki was to this very page, and a suggestion called mannequin. I was immediately taken to vb for spamming the page with humorous suggestions, only for grim to save me by pointing out ds is for all suggestions however retarded.
To recap. Mannequins could be found by searching clothes stores in malls. (2% base value). They took up 10% encumbrance. They could be placed, like decorative objects. HOWEVER, rather than be objects, they remained in the stack, with your own profile. If they were attacked, they were automatically destroyed (for 2xp). They were, in effect a pretend version of your ingame character. Useful for hiding from griefers, making empty buildings look like they were full, and generally annoying the hell out of everyone. --I'm not the Ross UDWiki needs, I'm the Ross it deserves. 19:39, 25 September 2012 (BST)
Ah. Yeah, I was thinking more like the sexy mannequin in the corner in the fishnet stockings. Or bunny suit. Or whatever you want to say about your group. <_< · Amazingphobia 21:22, 25 September 2012 (BST)
How are either of those things more sexy than me? --I'm not the Ross UDWiki needs, I'm the Ross it deserves. 22:35, 25 September 2012 (BST)
So when you said zombies would 'attack' your mannequin... you meant sexually. · Amazingphobia 22:50, 25 September 2012 (BST)
Obviously. Unless I attack "myself" first. Would you do me? I'd do me. --I'm not the Ross UDWiki needs, I'm the Ross it deserves. 22:54, 25 September 2012 (BST)
Maybe we could combine suggestions. Mannequin looks like you unless you decide to dress it differently. XD · Amazingphobia 22:52, 25 September 2012 (BST)

APPS

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)

Peekaboo

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)

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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