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.

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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

AP gain rate

Timestamp: User:[1]Miodrag Dragic 10:40, 08th January 2014 (UTC)
Type: Change, More Action
Scope: Malton
Description: In my opinion, more APs per day means more active players, and new ones won't quit and give up on the game because they wanted to do more and lacked activity. As I can see, UD was more active before 2010, so I just thought that we could attract more players with this change that will be active, will contribute WIKI and the game itself. I started editing buildings statuses just recently and it's not hard to notice that very few of them are up to date, and solo players can benefit from this kind of information. Further more, more activity equals more diversity, more fun, more time spent playing the game, arranging tactics with other players and just hanging out, socializing. The lack of need for playing two more BBGames on the side to fill my time is just a plus.

I'm aware that what I ask is probably not going to happen, but now I'm just curious about your opinion.

Discussion (AP gain rate)

Actually, I kinda like the idea. So long as the max AP remains the same, all you'd be doing is hitting the Fast Forward button on the game, while leaving all of the mechanics alone. I had several paragraphs typed up about game balance and whatnot, but the more I think of it, the more I realize that most of it will remain unchanged.

That said, I'm not sure if this actually provides any benefits. As best I can figure, the only one it may provide is a slight advantage to the underdog side. The reason is rather simple: the side on top oftentimes wastes a lot of AP on fruitless activities since they have nothing to do, so increasing their regen rate has a limited effect, whereas the side on the bottom typically uses all of their AP since they have plenty to do, so increasing their regen rate will allow them to accomplish more. Eventually things should reach a new point of equilibrium that's a bit closer to an even split between the sides, but I doubt we'd see any significant shifts in the balance between survivors and zombies. Probably just a few percentage points, even if we doubled the regen rate, but that's just me spitballing. Aichon 17:27, 8 January 2014 (UTC)


    I was pointing more to the amount of activity that players would gain and benefit from, and BY THAT, the game itself. Because, u know, I think that major percent of players that don't give up on the game do that, or don't, because of the socializing with other players, organizing attacks, defenses, parties and a lot more. User:Dragic/Signature 20:34, 8 January 2014 (UTC)

Moonwalk

Timestamp: Kamikazie-Bunny 21:24, 17 December 2013 (UTC)
Type: Fun!
Scope: Zombies
Description: Zombies can now purchase the ability Moonwalk for 100XP (a sub-skill of lurching gait), doing so gives them the ability to Dance(2AP) the effect depends on whether the zombie is indoors or outdoors.

If indoors the zombie exits the building and any players present in the building receive the message:

A zombie moonwalked out the building.

If outdoors the zombie moves one square in a random direction and any players present (in the original square) receive the message:

A zombie moonwalked (Direction)

In both cases clicking "A zombie" will provide a link to the players profile.

Discussion (Moonwalk)

What if the zombie is in a barricaded building (e.g. above VSB)? It seems unlikely they'd be able to moonwalk out. Bob Moncrief EBDW! 21:46, 17 December 2013 (UTC)

Zombies can still exit VSB+ by clicking on an adjacent building resulting in the same AP cost as leaving and returning to the building exterior with no significant difference. Kamikazie-Bunny 14:48, 18 December 2013 (UTC)
So, in a VSB, are they exiting and moving a block away, as per what they can do now, or simply exiting, which they cannot currently do? Aichon 22:05, 18 December 2013 (UTC)
May as well have them move immediately outside, it has the same AP cost and would be easier to program (no need to check barricade levels), unless you're aware of any complications. Kamikazie-Bunny 01:38, 23 December 2013 (UTC)

Should be an entire skill tree of its own. Dance is the first branch of the tree. From there, you can purchase Moonwalk, Running Man, Cabbage Patch and The Sprinkler. Also, zombie can only dance in tight circles. None of this dancing straight out of a building business. Let's not be ridiculous here. ~Vsig.png 23:31, 18 December 2013 (UTC)

Pfft, who's being ridiculous here? Moonwalking actually makes sense in zombie lore (see: Michael Jackson, well known as a zombie both in Thriller and in Plants vs. Zombies (before they had to change the artwork when they almost got sued for using his likeness)). Cabbage Patch? Sprinkler? Running Man? Stick to the lore, man. Aichon 15:18, 20 December 2013 (UTC)
AFAIK, MJ didn't moonwalk during Thriller, so it is as much not a part of Zombie lore as other late 80s and early 90s popular dance moves. If you want to keep it realistic, make it The Macarena, Gangam Style and Call Me Maybe, since everyone using those moves were pretty acting like brainless zombies. Oh and throw in twerking for good measure. ~Vsig.png 07:05, 21 December 2013 (UTC)
He moonwalked in Plants vs. Zombies as a zombie. Those other moves have no connection at all to zombie lore. :P Aichon 07:19, 21 December 2013 (UTC)
Bro, have you SEEN twerk? ~Vsig.png 15:30, 21 December 2013 (UTC)
Without question twerking belongs there. And line dancing of any kind. That way you'll get both generations of the Cyrus family.--Seekandyeshallfind QI PK 19:02, 21 December 2013 (UTC)
How about changing it to a list of dance moves with one picked randomly (or selected from a drop down list), choices could included moonwalked, twerked, congaed, linedanced, did the running man (verb?), gangnamed and macarenaed. Kamikazie-Bunny 01:38, 23 December 2013 (UTC)

Wander (Zombie Auto-horde)

Timestamp: Kamikazie-Bunny 01:43, 9 December 2013 (UTC)
Type: New Movement Method
Scope: Zombies
Description: All zombies now have the ability to Roam randomly around Malton when outside. Roaming moves the zombie one square in a random direction and costs the usual movement AP. Sounds pointless? Well, while the direction is random there is a 65% chance that the zombie will move in the direction of the location currently contain the most zombies in Malton (most = active zombies, indoors + outdoors). If by some chance they're there already they'll just move in a random direction.

Though it may be AP inefficient it does offer a somewhat reliable method for zombies (especially those with no idea where they're going) to hoard-up without the need to meta.

Discussion (Wander (Zombie Auto-horde))

Uncontrolled movement is a no-no, as it may force players into triggering zerg flags without being aware of it (especially if they are away for an extended period such as work or sleep). There is also already a mechanic that helps to find the current zombie hot-spots - Scent Death. I'd rather want to see something that provides better information for the player to act on (such as Scent Death with extended range), rather than something that triggers automatic action. -- Spiderzed 06:25, 9 December 2013 (UTC)

If I'm understanding this correctly, your first concern doesn't apply because the Roam action would simply use one AP and move the zombie one square. (It could be clicked, therefore, 50 times, moving 50 squares.) If a player were moving towards another alt they could always move away, and no action would be taken while a player wasn't online. That said, I do prefer an improved scent death over this suggestion. Bob Moncrief EBDW! 00:00, 11 December 2013 (UTC)

I actually like the subtle approach this suggestion takes in trying to solve a core issue with the game as the population shrinks, but I think it ends up having some fundamental mechanical problems, as well as being ripe for abuse. Here are some issues I see that haven't already been mentioned:

  • What if multiple blocks are tied for having the most zombies? If they randomly Roam towards either/all of them, doesn't that defeat the whole point, since they won't be heading towards a fixed location?
  • Hordes tend to stay apart from each other, and they alternate between spreading thin as they change suburbs and clumping up as they settle into them. As such, Roam may alternate between taking me towards the MOB one day and the RRF on the next, over and over again, meaning that "gains" I make are negated the next day when Roam takes me the opposite direction.
  • What's to stop a zerger from making 100 accounts and parking them at the same block in order to attract Roaming ferals towards a place they want to see ruined?

As I've said before, suggestions should make the game more fun, but this one adds an AP sink that provides minimal benefit and would leave the zombie with no AP to spend on the fun activities of the game if they were to utilize this skill the way it would need to be used to be useful. I'm sincere in my statement that I like the approach you're taking with this idea, but it needs some tweaking (unfortunately, I have no immediate recommendations) before it'd work. Aichon 02:26, 11 December 2013 (UTC)

How about making it select the suburb with the highest active zombie population and boosting the chance to head the right direction to something higher? It'll greatly reduce the chance of zerg abuse and confusion between two groups and should leave the player more AP to spare. Kamikazie-Bunny 21:31, 17 December 2013 (UTC)

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.

none currently