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This page is for the storage of Suggestions that have passed Peer Review and have been considered Good and Worthy Suggestions. To qualify for this page, the Suggestion must fit the following criteria:

  1. The suggestion must have 2/3 majority Keep to Kill votes (1 Spam = 1 Kill).
  2. The suggestion must have been able to be voted on for 2 weeks.

This is not the place to put new Suggestions.
The Suggestions Page is the queue for new Suggestions to be voted on and suggested.

Any Suggestions that have not been voted on will be removed from this page.

DO NOT PUT NEW SUGGESTIONS HERE

Notes for Editors

Those who are placing Suggestions on this page should do so under the following procedure:

  1. Take the entire template and paste it into this section.
  2. Remove the entire suggest_votes field.
  3. Add the field suggest_notes=Todo..
  4. Add the field suggest_moved=~~~~~.
  5. replace "suggestionNew" with "psuggestion".

The new template will look like:

===Suggestion Name===
 {{psuggestion|
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_notes=#/# Keep/Total. [Optional additional - see below]|
suggest_moved=~~~~~
}}
  • suggest_notes is to be used by responsible moderators only. Go through the votes and discussion for the particular suggestion and summarize any intelligent comments that could be used to potentially enhance the suggestion. No new comments are to be added, but original comments may be edited/paraphrased for content. New comments regarding a reviewed suggestion should go on this page's discussion page.

UI: Sub Pages

General

Change Password

Timestamp: 01:50, 13 May 2006 (BST)
Type: Improvement
Scope: Player Management
Description: Simple. An area in the profile management where a user can enter a newpassword if they wish to change thier old one. It can be as simple as a single text box that is filled in if a user wishes to change thier password, and left blank if they don't, or is can be as complex as three text boxes: One for confirmation of the old password, one for the new password, and a third to verify the new password. For those unaware, if a user currently wants to change thier password, they have to e-mail Kevan. This would cut down on Kevan's workload a bit, and be a boon to retards like myself who occassionally type thier passwords into group chats :P
Notes: 32/36 Keep/Total. Concerns about stolen passwords being changed by the theif, but it was pointed out that the email address to recieve the password would still remain the same.
Left Queue: 16:42, 26 May 2006 (BST)

Deleting Characters

Timestamp: Reaper with no name 14:12, 3 November 2006 (UTC)
Type: improvement
Scope: Characters you don't want anymore
Description: Currently, once you make a character, they remain forever. But it's inevitable that some people will just stop caring about some of their characters, or stop playing altogether. While it may not be a problem now, eventually there will be a lot of character names that new players can't use and a lot of characters in perpetual hiding. What I suggest is that there be an option on a character's profile page (only usable by that character's player) allowing them to delete their character. It provides a warning and everything, but once they confirm that they do indeed want to delete their character, the character disappears. As a measure to avoid confusion, the game will list on the stats page characters that have been recently deleted (within the last month). New players will only be able to choose those names after the month has passed and the names are taken down. In the long run, this will prevent new players from being forced to take names like "Jay1690321" because everything else is taken.

Just in case this has been suggested before (which there is a good chance it has), then feel free to dupe it into oblivion.

Notes: 14/16 Keep/Total. (88%) Well accepted as is.
Left Queue: 09:35, 18 November 2006 (UTC)

Event Log

Timestamp: 23:27, 17 February 2006 (GMT)
Type: Interface Improvement
Scope: Everyone
Description: Add an option to transfer game events to a log. When ever "Since your last turn" events are shown, add a button to"Copy events to log". The log would display any event thus copied, and would have options to show selected event types, i.e. [Show All] [Combat] [Flares] [Groans] [Speech]. I imagine the log in it's own window, but there may be better ways to implement it.

Yes, I know players can cut and paste events manually, but it would be more convenient to have the functionality built into the interface and enhanced with the magic of Javascript.

Notes: 6/7 Keep/Total. Most people supported the idea providing that it only showed the log for the time that the user was loged. It was purposed to do this through a Java applet so it wouldn't put any additional strain on the server.
Left Queue: 08:40, 4 June 2006 (BST)

Graphical FAQ

Timestamp: Axe Hack 14:51, 30 November 2006 (UTC)
Type: Help The Newbies!
Scope: Newbies
Description: What I propose is once a newbie signs up for UD, they will not only see a list of tips, but also a sample game screen where they are taught what certain things do, such as the map, your items, etc. Arrows pointing to the function will explain things to the newbie about that certain function. For example...an arrow pointing to the map can say "This is the map. the center square is the block which you are currently on. Clicking on an adjacent square will move your character to that square, at a cost of 1AP(2 if a zombie)." This newbie help is only available when the newbie signs up. Once they actually begin playing their character and moving them around Malton, this help will no longer be available.
Notes: 18/20 Keep/Total, well accepted as is.
  • Was "Help The Confused Newbies!".
Left Queue: 10:53, 16 December 2006 (UTC)

Hall of Fame

Timestamp: 18:00, 11 March 2006 (cet)
Type: Addition
Scope: Everybody
Description: I hereby suggest a Hall of Fame.


Problem:

One of the most enjoyable things in a game which features character development is, well, character development. But there is a point in life, when your character does not develop anymore, because it cannot. So what to do with it? Run around with your killer, reviving, or shopping machine? Wait for the day, when a new skill will be implemented?

I would prefer to let him retire in dignity. After all this killing and running and fearing, he deserves to move to Florida and to watch TV.


Solution:

Instead of just not playing such a character anymore, let him retire and enter a Hall of Fame. If you think your character has done enough or you hate him because he does not even find a newspaper, let him go and start all over again.


How to implement into the game:

As a survivor, simply cross the borders of Malton, and give yourself into the hands of the military, the public, the rest of the world. This would also give you the opportunity to give a short statement to the press, which hungers for new information about Malton. This statement will be recorded in the Hall of Fame together with your stats, skills, inventory, etc.

As a zombie, go to a cemetery and decide not to stand up again, but to “Rot for good‿. You have been shot and axe-murdered so many times that you can’t hold your meat together, so drop it and rot. At this time, you can say some last words (in the limited frame of a zombie’s language capabilities, of course), which will be recorded in the Hall of Fame together with your stats, skills, inventory, etc.

To keep the Hall of Fame in-game, for survivors it appears on Monuments, for zombies on cemeteries, open to be read by crossing players.


Technical issues:

- To prevent newbies from leaving the game for good, there is of course a question, when they past beyond the borders (“Are you sure you want to leave the city of Malton? You will not be able to continue your travels!‿), or decide to rot for good, respectively (“Are you sure you want to rot for good? You will not be able to continue your loitering!‿)

- It does not cost any AP to read the Hall of Fame, otherwise it would be ignored by most of the players.

- Survivors can read the Hall of Fames of both, survivors and zombies. i.e. on monuments and cemeteries. Zombies can only read the Hall of Fames of zombies (Hey, they are zombies).

- It might appear strange that the Hall of Fames appear somewhere in the city out of nothing. But this probably is one of the great myths of Urban Dead that will never be solved. Little elves? A satellite with a laser beam? The spirit of the Holy Ghost itself? Who knows… Nevertheless, it is necessary to keep it in the game and not just somewhere in the Wiki, which would not be the same.

- It is possible to sort the list by a number of parameters, such as (initial) class, name, affiliation, XP, number of deaths, sequence of entries, etc.


Benefits:

- Your good old, experienced but outmaxed characters need not to be left alone if you want to start a new career. They live in a better place now.

- It might encourage people who like RPG elements to shape their character in more detail (not just for themselves), e.g. one can build a ninja scientist (I know you all want that), by only buying scientific and knife skills, or a hardcore shopper (“Look I’ve gained 100,000 XP only with Shopping and Free-Running‿). Of course, you can do this already, but nobody cares. It seems more interesting to see how far one can get without buying every skill on earth.

- Monuments and cemeteries will be more interesting places to visit.

- You have a Hall of Fame! This might help building “legends‿ of old and successful characters.


NOTE: Nothing forces you to leave Malton or to rot for good. If you want to keep your old bugger, go ahead, keep it.

Notes: 12/12 Keep/Total. Well accepted as is. Possible improvements include
  • Reading the hall of fame from a newspaper
  • Allowing Zombies to read the Survivors hall of fame off monuments
  • Having only a top 5 or 10 in a given parameter.
  • Having different locations display different details, eg one place for the highest experience.
  • Warning for people who are about to leave Malton
  • A minimum level/XP requirement to prevent Zergers from clogging up the list
Left Queue: 13:14, 17 June 2006 (BST)

Tips about encumbrance

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:37, 18 April 2007 (BST)
Type: More tips for the newbies!
Scope: Survivor and zombie newbies!
Description: When my friend started playing UD yesterday, he had no clue of the encumbrance thing, how much each item takes up, and stuff of the like. What I suggest is adding something about the encumbrance system in the tips. Simple enough.
Notes: 11/11 Keep/Total
  • Was Something about the encumbrance thingy in the tips
Left Queue: --~~~~T''' 19:58, 23 August 2007 (BST)

Tips For The Newly Revived

Timestamp: Slice 'N' Dicin' Axe Hack 18:22, 25 December 2006 (UTC)
Type: Help
Scope: The Newly Revived
Description: There are tips for those killed as a human for the first time, where are the tips for those zombies who were revived for the first time? I propose that when a zombie character gets revived for the first time, there will be a short sentence telling them what to do if they get revived, such as how to get back to the zombie state, and some other useful things. The sentence could be like: You have been revived by a trained scientist. It is a chance for you to get a flak jacket, as well as any human skills that may be useful to zombies. If you want to return to your zombie state, all you have to do is get killed by another survivor or zombie, or for a faster way of dying, find a tall building and jump out the window. If you want to stay as a survivor, look for a building that is Very Strongly Barricaded. A hospital would be best. Stock up on FAKs, then if you don't already have Diagnosis, take wild guesses on which survivor could use a FAK. If you already have Diagnosis, then leveling up as a survivor should be easy.
Notes: 10/13 Keep/Total
Left Queue: 00:18, 12 January 2007 (UTC)

Zombie Class On Top

Timestamp: 01:51, 16 March 2006 (GMT)
Type: Improvement
Scope: All new players.
Description: I know alot of people dont pick zombies becuase there are so many cool classes between the top of the sign up page and the only zombie class. I suggest that (for the time being) the zombie class be put on the top of the list this will hopefully get some new zombies to join and help fix the numbers. Thats all just a little fix becuase when your new to a game and you see the millitary private with guns and ammo its like an impulse to pick the guns over claws.
Notes: 23/28 Keep/Total. Well accepted as is as it may make people choose the Zombie class to start off with.
  • Was "Put The zombie class on top".
Left Queue: 07:13, 19 June 2006 (BST)

Zombie Tips

Timestamp: --Jon Pyre 15:37, 24 January 2007 (UTC)
Type: Improvement
Scope: Newbie Zombies
Description: Newspapers were just made more useful for survivors by providing newbies with tips. Howabout something similar for newbie zombies? I suggest giving all zombies an "Instinct" button. Clicking it costs the same amount of AP as reading a newspaper and provides a random hint for the zombie. Here are samples of what some of the hints might be like:
"You feel that going after groans might result in a meal"
"You don't yet know how to open doors. Hanging around other zombies may increase your chances of getting in a building."
"You sense that staying inside a ransacked building will prevent it from being barricaded, but prevent you from hearing groans."
...and more!

Taking Memories of Life would get rid of the instinct button. The zombie is relying more on their intellect and less on instinct, and also by that point a player really shouldn't need the instinct hints anymore and would appreciate a less cluttered interface now that they'll be picking up skills like Flailing Gesture and Scent Death that add on new buttons.

This should be pretty simple to add and may help some newbies early in the game.

Notes: 24/25 Keep/Total. (96%) Well accepted as is.
  • Was "Zombie Instinct: Newbie Tips (Revised)".
Left Queue: 18:10, 19 March 2007 (UTC)

Contacts

Colour Groups

Timestamp: Canuhearmenow Hunt! 20:41, 4 December 2006 (UTC)
Type: Contacts list change.
Scope: easier Identification.
Description: This would add the ability to put a color code for a groups on the contacts list page, what I mean is this; You type in the group name in a new "add Group" box on the contacts page (Taking in note if someone would upper-case this, abbreviate that, etc.) and you can then choose colors for that group to be represented, so lets say I wrote "Roftwood Assault Force" as a group, and chose the color Blue, then whenever I encounter a person with the name "Roftwood Assault Force" in their Group affiliation box they're name would be in Blue. This would be a valuable edition for those who want to find an ally that they've never met before from a mob of people.
Notes: 17/21 Keep/Total. Well accepted as is.
  • Was "Contacts List Change".
Left Queue: 11:49, 23 December 2006 (UTC)

Contact Categories

Timestamp: 14:27, 22 Nov 2005 (GMT)
Type: Interface
Scope: Contact List
Description: Inspired by comments made regarding the Carry Comrade suggestion brought up yesterday, this is basically a minor tweak that allows you to sort your contacts into two (possibly three) categories:
  • Allies - For members of your player group and other players that you're working with.
  • Enemies - For people with whom you just don't get along, or people who've done you a dirty deed and you want to keep your eyes open for them so you can dish out a little payback.
  • Neutral - Someone did you a good turn once, but you don't consider him an Ally yet? Put him here.



N.B.: Carry Comrade is not integral to this suggestion. However, if Carry Comrade is passed/implemented, people in your Allies list would be able to haul ass (both yours and theirs) to safety.

Notes: 17/17 Keep/Total; Spam vote rejected as was disproved attempt at duplication claim.
  • I like the idea of being able to sort my contacts list.
  • Enhancement: add a little (A), (N), or (E) next to their names when viewed onscreen.
Left Queue: 17:41, 7 Dec 2005 (GMT)

Contact Comments

Timestamp: 04:16, 15 April 2006 (BST)
Type: Improvement
Scope: The Contact List
Description: Here's a simple idea to add some more functionality to the contact list. It would be useful if you could leave a little note next to each name on your contact list to keep track of who they are and what the heck they're doing there. There'd be a small drop down menu at the bottom of your contact list to select which contact to mark, a text box the length of graffiti, and a [Comment] button to save your change. Text doesn't take up a lot of memory to store so 150 incomplete sentences in someone's contact list shouldn't amount to too much. To clear up any confusion here's how it would work more or less:
  • HeroMan Healed me several times
  • UrbanVandal Revived me, then killed me again and laughed.
  • Lord34 Founder of The Molebank Commandos. Cool guy.
  • 64327 Hypocrite said I had a dumb name

I think it'd make the contact list more useful for both survivors and zombies as it can get hard to keep track of all the weird names you come across.

Notes: 28/28 Keep/Total. Well accepted as is.
Left Queue: 03:59, 21 June 2006 (BST)

Contact List Improvements

Timestamp: BadgerW 00:43, 29 December 2006 (UTC)
Type: Improvement
Scope: Everybody
Description: 1) Add a drop-down box with a list of colors next to "Add X to your Contacts List" button when viewing somebody's profile. It's a pain to add someone, then have to scroll through the list of 100+ people to find them and change their color. This is the simplest way to choose their color *as* you add them to the list. 2) Add a "Back to the City" button at the top of the Contacts List page. After adding somebody, it makes sense to view the Contacts List, but now I've got to scroll down 100+ people to get back to the game. Are both of these suggestions due to simple laziness on my part? Maybe. Are both of them simple changes to the UI that should require minimum coding changes and provide universal benefit? Yes.

Edit: One other benefit of (1) is decreased work for the server. The SQL becomes (pseudo) "INSERT (contact, color)" instead of "INSERT (contact)" and a separate query "UPDATE (contact) SET (color)". The webserver gets a single ping as well, instead of the 2 required now (3 with the sorting as suggested by Keep Vote #2).

Notes: todo
Left Queue: 17:07, 17 January 2007 (UTC)

Double Contacts Limit: Donators

Timestamp: 13:18, 18 Jan 2006 (GMT)
Type: improvement
Scope: An organisation improvement for paid for characters.
Description: Basically, this is a suggestion for a bonus for people that have paid their $5 for their character. Its a very simple one too.

In essence it would allow for allow a character who has been paid for to have the number of allowed chars on their contact list increased from 160 to 320. The benefit of this is obvious but I will elaborate. For some of us social characters we regularly have to decide who we keep on our lists and who get 'cut off'. The benefit for players on large teams like the RRF and Caiger Survivors is obvious.

Notes: 19/19 Keep/Total. Well accepted as is. Most people didn't even realize that there was a limit to the contact list.
  • Was "Increased Contact List for payed up characters".
Left Queue: 14:59, 23 May 2006 (BST)

Last Seen Column

Timestamp: Uborkapete YRC 15:27, 12 March 2007 (UTC)
Type: User interface
Scope: Applies to everyone
Description: I suggest the addition of a "last seen" column to the contacts list, which contains the timestamp for when you last crossed paths with this contact. This will allow users to see which of their contacts is possibly eligible for deletion from the list, freeing up space for new additions.
Notes: 19/19 Keep/Total. Well accepted as is. Some people wanted to combine it with idling out information
  • Was "Last Seen"
Left Queue: 18:45, 24 May 2007 (BST)

Mutual Contacts

Timestamp: Lord of the Pies 14:47, 4 April 2007 (BST)
Type: Interface Improvement?
Scope: Everyone with people on their contacts lists
Description: Right now you can't tell whether someone on your contacts list has you on their contacts list just by looking at the list itself. I propose that an asterisk be added beside the name of everyone on your contacts list who has you on their own list.
Notes: 11/15 Keep/Total.
  • As for 28th April 2007 (or few days before) - there are marks in contacts that link to sending message with mobile phone. (i.e. you need a mobile phone to see this info), so this part is implemented. The only part remains suggested is not requiring Moblie Phones to have this info, what was concerned in Kill votes.
Left Queue: 22:08, 29 May 2007 (BST)

Show Idle Characters

Timestamp: Kripcat - I.U.S.S 10:11, 5 December 2006 (UTC)
Type: Improvement
Scope: Everyone with contacts
Description: I propose that Idle Characters (Those that have idled out after five days) appear on your contact list in a separate column after the "Group" column labeled "Activity". Idled characters would be marked with an "I" and active characters with an "A". This would help groups determine who has idled out without changing their affiliation, who has forgotten to change their affiliation and who has simply not checked in with the group in a while. I can see no ill effects for this minor change, but if there are any I will remove the suggestion immediately.
Notes: 28/30 Keep/Total. Well accepted as is.
Left Queue: 11:49, 23 December 2006 (UTC)

Zombie Contact Tweak

Timestamp: 17:03, 18 April 2006 (BST)
Type: Improvement
Scope: Humans with friends who have died in game
Description: When someone has a person in their contacts who is a zombie and they recognise them, it should put them separate from the other zombies in the area.

Before you cry, "That already happens!!" and vote kill, read this. I run a small group in Urban Dead and my second in command was killed a little while ago. He informed me of a zombie that had broken into one of our safehouses and he'd already brought it down a few HP, I went to help and recognised my zombie friend. I selected to attack the other zombie but it kept reseting to attack my friend. Eventually not realising that I was attacking my friend, I killed him.

This should be sorted out i.e when you have a contact who is a zombie, they should be separate from other zombies. It would stop people killing contacts who are dead and in the same room when they dont mean to.

  • Note (for clarity) What I'm saying is that zombies in your contacts are just part of the zombie stack, they should be separate from the others.17:17, 18 April 2006 (BST)
Notes: 18/24 Keep/Total There were worries about voiding zombie anonimity.
Left Queue: 13:04, 2 June 2006 (BST)

Stay Sorted

Timestamp: Whitehouse 22:40, 21 January 2007 (UTC)
Type: Minor improvement.
Scope: Anyone with a contact list.
Description: Right, on the current contact list you have the option to sort your contacts by the different categories such as Name, Class, Level, XP, Group, Colour/Action. This makes things a lot easier, but there is one thing that could be improved. After exiting your contact list it reverts to sorted by names. What I suggest is that after selecting a method of sorting and clicking "Make changes", it will then stay sorted by the method you selected instead of reverting to sorted by names when you exit again.
Notes: 10/10 Keep/Total = 100%
  • Was "Contact list improvement"
Left Queue: 17:15, 5 February 2007 (UTC)

Profile

Character Achievements

Timestamp: Pesatyel 07:16, 5 January 2007 (UTC)
Type: Item improvement and character stats.
Scope: All characters.
Description: I’m borrowing this idea directly from Nexus War. The section below the Goggle ads (the lower left side) is dead space on the character page. In that space, the following stats would be placed:

BOTH

  • Damage Taken: 0
  • Damage Dealt: 0
  • Times Infected: 0
  • Damage Taken From Infection: 0

SURVIVOR

  • Zombies Killed: 0
  • Barricade LEVELS Constructed: 0
  • Deaths (as Survivor): 0
  • Zombies Revived: 0
  • Brain Rotted Zombies Revived: 0
  • Revive Syringes Manufactured: 0
  • Alcohol Drank: 0
  • Zombies Scanned: 0
  • Generators Installed: 0
  • Radios Installed: 0
  • Infections Cured: 0
  • Buildings Repaired: 0
  • Bodies Dumped: 0
  • Graffiti Tags Made (including billboards): 0

ZOMBIES

  • Survivors Killed: 0
  • Deaths (as Zombie): 0
  • Suicides: 0
  • Generator Destroyed: 0
  • Radios Destroyed: 0
  • Survivors Infected: 0
  • HP Healed via Digestion: 0
  • Groans Made: 0
  • Gestures Made: 0
  • Buildings Ransacked: 0
  • Weapon Kills: 0
  • Weapon Damage Dealt: 0
  • Survivors Dragged Outside: 0
  • Successful Grabs: 0
  • Times Grip Lost: 0
  • Barricade LEVELS Destroyed: 0

Whenever a player performs one of the above actions, the tally on his character’s page increases by one. If/when the player is a zombie, ONLY the stats listed under zombie and both would be visible on the page. If/when the player is a survivor only the stats listed under survivor and both would appear.

Newspapers: As in Nexus War, reading a newspaper would give you the standard story AND a list of the top 10 players in one, randomly selected, category (Top Radio Destroyers would list the top 10 destroyers of radios and the number destroyed).

Other points:

  • I purposely excluded anything that would denote PKers, GKers, Death Cultists and RKers.
  • This would NOT be retroactive. If/when implemented all characters would start at 0 stats.
  • This appears to work fine in Nexus War. I see no reason it can’t work in Urban Dead.
  • The idea is to make the game interesting (I get tired of reading “a non-descript survivor/zombie” in people’s descriptions) and give SOME kind of use to the more useless items.
  • I wanted to make sure both sides had things on their list but, given that zombies are so much more limited, some of the things may seem kinda silly (like the grip ones).
Notes: 23/27 Keep/Total. Those against felt that some of these stats were superfluous and would prefer a more select set.
Left Queue: 20:07, 23 January 2007 (UTC)

Default Description

Timestamp: Foede 19:47, 19 December 2006 (UTC)
Type: Flavour text.
Scope: Characters description.
Description: Every character gets a default desription depending on their class and some random text. This would only replace the "A non-descript survivor." text. Of course that players can then chgange their description to whatever they want.

Examples:

A zombie: A common zombie pululating the streets. It appears it have been dead for a while. (this guy is a corpse class)

A zombie2: Another zombie roaming the streets. It's wearing a blood stained lab coat. (this one is scientist)

A zombie3: This zombie has its mouth open and its drooling. It's wearing a very dirty uniform (this one is a military)

A zombie4: You see a very skinny zombie. It's wearing ripped civilian clothes. (a dead civilian)

A civilian: This is one of the many civilians trapped in the quarantine.

A military: You see a tired soldier trying to rest.

A scientist: A scientist checking some samples he collected.

Notes: 17/17 Keep/Total. Well accepted as is.
Left Queue: 10:40, 7 January 2007 (UTC)

Desc. Limit Increase For Donators

Timestamp: 04:29, 25 Jan 2006 (GMT)
Type: Reward
Scope: People who paid Urban Dead
Description: I think that anyone who paid Urban Dead should have their profile description increased to 500 512 characters. Nothin’ more than that.
Notes: 19/21 Keep/Total. Well accepted as it promotes users to donate money.
  • Was "Reward For Payin’ Up".
Left Queue: 07:45, 26 May 2006 (BST)

Edit Profile

Timestamp: 01:50, 11 Nov 2005 (GMT)
Type: Profile
Scope: All
Description: Allow user to

(1) Edit/Change web-site registered for profile
(2) Edit/Change Real Name registered for profile
(3) Edit/Change E-Mail registered with profile (possibly requiring check with own e-mail).
These are server-side issues that are not gameplay-related.

Notes: 10/10 Keep/Total.
Left Queue: 03:27, 26 Nov 2005 (GMT)

Factions

Timestamp: 04:02, 4 April 2006 (BST)
Type: Improvement
Scope: Social Dynamics
Description: Groups allow anyone to join without being confirmed, serving as an indicating of a basic goal or philosophy. Want to occupy Caiger, join the Caiger Mall Survivors. Want to occupy Ridleybank, join the RFF. Anyone who believes in those goals can join. However they don't allow people to set up groups with private membership. I suggest while keeping the current group system as is to allow this confirm-less membership and group-type be added: Factions. A faction would be the same as a group except the original founder of the faction would have to invite people to join, could kick people out, could set up officers also able to invite and expel people, and could pass the mantle of leadership to another. The faction leader would be able to name their faction, though any name currently being used by a group or another faction would be invalid. The invitation system I imagine would simply put an additional drop down menu on the main screen for the leader and executives listing people in the room, "Invite [Player Name]". This would not violate zombie anonymity as they would only appear in the drop down menu if they were already on your contact list. The player would receive a message "Playername has invited you to join The Chudleyton Fighters (Accept)." To reject the invitation just refresh or perform any action and the message goes away. Players would be able to belong to both a group and a faction. A person's faction would be listed in their profile beneath their group. The purpose of a faction would be to have an alliance between members that belong to different groups, or to have a specialized elite unite within a group. For instance the Ridleybank Resistance Front might have 15 zombies that specialize in performing raids on resource buildings. They know each other by name and don't want just anyone entering their elite organization. They choose the faction name RRF Raiders. This would allow special allies that actually perform heavily planned strategic operations to belong to a faction, while groups would be a more general come one come all type of association.
  • Notes: How would a leader's control over faction membership work? I imagine that a group member would have their own faction appear as a clickable link in their profile just to them. Clicking on this link would bring up a list of the names of all the players of the faction. Next to each name a group leader would see three buttons: [Expel], [Make Executive] (or if they were already an executive [Revoke Excutive Status], and [Make Leader]. All three buttons would prompt a confirmation.
  • Notes: In case of a leader idling out/qutting one solution is that factions could be automatically designed to either randomly upgrade a current executive to the leader, and/or an additional button next to current executive names could exist for leaders [Make Replacement] which would allow a leader to select which person/people would be selected randomly first before falling back to ordinary executives/faction members.
Notes: 12/17 keep
  • Concern over people stealling the role of group leader for existing groups.
  • A few people think that you should be in 1 group OR 1 faction
  • People tend to think it will prevent Spies and PKers joinging a faction
Left Queue: 15:24, 18 April 2006 (BST)

Flag If Inactive

Timestamp: 10:58, 31 Jan 2006 (GMT)
Type: improvement
Scope: Everyone
Description: The player profile should include a single line saying if the character is not active and is not displayed in the game (i.e. after being inactive for 5 days). (edit) An improvement would be to have a notation mentioning the date they went inactive.
Notes: 14/14 Keep/Total. Well accepted as there is no way of exploiting it.
  • Was "Inactive Status (Revision of Player Status above)".
Left Queue: 11:52, 29 May 2006 (BST)

Group Links To UD Wiki

Timestamp: 0408 GMT, December 2, 2005
Type: Profile Mechanics
Scope: All Players
Description: Profile Link to Affiliated Group
  • Functionality: Where a player lists a group in his/her profile, create an automatic hyperlink to that group's Urban Dead Wiki page if (1) the group has 10 or more members and (2) such Wiki page exists.
  • Reasons for Implementation:
    • Expands Information Sharing: Would allow players to more conveniently learn about other groups by clicking through from the profile rather than having to manually search the Wiki themselves.
    • Expands Role Play: Relatedly, group identities will become more solidified with greater proliferation of group ID information, allowing for more intricate role play.
  • Method of Implementation:
    • Parallels Statistics Page: In the same way that the stats page automatically and automatedly tracks groups of 10 or more and automatically links to those groups' Wiki, this proposal contemplates use of the same internal mechanic.
Notes: 7/7 Keep/Total
  • Was "Profile Link to Affiliated Group".
Left Queue: 03:27, 16 Dec 2005 (GMT)

Hide Unused Skills

Timestamp: 05:33, 16 Nov 2005 (GMT)
Type: Interface
Scope: User profiles
Description: This would change how user profiles appear to other users. The user has the option to hide skills used by the opposite "species." When this option is active, a survivor's profile would show the user's survivor skills, but zombie skills would be hidden. Likewise, a zombie's profile would show the user's zombie skills, but their survivor skills would be hidden. This includes cross-skills such as bodybuilding and ankle grab, but this point is negotiable. When the option is disabled, other users could see all skills the user has. This modification would mesh nicely with the above suggestion "Separate Zombie/Survivor Levels."
Notes: 14/16 Keep/Total. Useful with Separate Zombie/Survivor Levels; keep and add a button to view the opposing profile.
Left Queue: 16:13, 1 Dec 2005 (GMT)

No. Of Kills/Revives


Timestamp: 22:34, 8 Feb 2006 (GMT)
Type: Profile change
Scope: Survivors and maybe Zombies
Description: Basically, you should be able to see the number of Kills, Revives, Heals, Infections that you have performed on other zombies or survivors. Why? Well just for the sake of knowing it like the above suggestion.
Notes: 7/9 Keep/Total. Well accepted as is.
  • Was "List of the no. of Kills, Revives, etc., that you have made".
Left Queue: 10:59, 1 June 2006 (BST)

People Killed Stat

Timestamp: 18:13, 18 Nov 2005 (GMT)
Type: Counter
Scope: Everyone
Description: Just a simple counter; you have killed X peoples; adds one everytime you finish off anyone else. Since it is People; you can't use it to get OOC information to find PKers; but it would be something fun and simple to apply. So next time you want to have a good ol' fashioned shooting contest with a pal... feel free
Notes: 18/18 Keep/Total. Votes debated on flat # of Kills total, or distinguishing between Survivors, Zombies, and Revives. Making it "Kills: (number)" would be best, without human/zombie distinction. Add a kill/died percentage too. Might there also be a "revive counter?" X People, Z Zombies, Y Revives.
  • Was "You have killed X people".
Left Queue: 06:31, 3 Dec 2005 (GMT)

Previous Occupation, Hobbies etc.

Timestamp: Canuhearmenow Hunt! 01:03, 23 October 2006 (BST)
Type: Start-up page change.
Scope: Adds RP value.
Description: There are some people that don't use the Wiki, yet still want to RP. This would add a new set of OPTIONAL questions on the Urban Dead Character Creation Menu, which are Previous Occupation: Self-explanatory, Favorite Hobbies: Need I repeat? and finally Country Of Origin: Yet again, self-explanatory. As A finale, this is what I mean, it would be on the Profile Page 3 new additions, like "Canuhearmenow, Born in United States, used to be a College Professor, Likes Studying".
Notes: 13/16 Keep/Total. Well accepted as is.
  • Was "Added questionaire".
Left Queue: 14:11, 8 November 2006 (UTC)

Profile Change: Survivor Group/Zombie Group

Timestamp: 17:45, 21 February 2006 (GMT)
Type: Improvement
Scope: Everyone
Description: The same way you can set a different appearance for when you're a survivor and when you're a zombie you should be able to set different groups. I think it's perfectly reasonable that in life I could be a member of the Caiger Mall Survivors and in death march with the Ridleybank Resistance Front, after all we do want to encourage people to play both sides. If you check the profile of a survivor it'd only display their living group, if you check a profile of a zombie it'd only display their zombie group. If someone holds allegiance to one side whether living or dead they could enter the same group in both fields.
  • Note: Under group stats known members it'd give both the total number of players in the group as well as how many are currently playing that side. So if the group "Malton Axewielders" has 100 members total, 50 of those are dead but half of the dead list Malton Axewielders for their zombie group too the number of known members would be displayed as: 75/100.
  • Note: Of course you could just switch your group each time you're revived or killed but it doesn't accurately portray group stats that way because of the unlisted potential members that are on the opposite side and cannot show they are affiliated with different organizations depending what they are.
Notes: 20/20 Keep/Total. Well accepted as is as it adds to Role playing potential.
Left Queue: 12:34, 6 June 2006 (BST)

Streamline Profile Text

Timestamp: 15:33, 28 February 2006 (GMT)
Type: Interface Streamlining
Scope: Server Load
Description: Quite simply, I think we don't need to read the skill descriptions every time we click on a profile. It would cut server load and bandwidth if a truncated version of the profile were initially displayed with the skill names as links to descriptions of the skills. Most players do not need to read and re-read the skill descriptions for the people they are clicking on.

Server load decreased by the net change in size of profile vs the occasional "click on the skill to see what it does" by a newbie.

Notes: 9/13 Keep/Total. Well accepted as is, however a few people didn't think it would affect the server load enough for it to be warranted.
Left Queue: 08:47, 10 June 2006 (BST)

Stats Page

Building Condition Stats

Timestamp: Swiers 00:54, 12 October 2006 (BST)
Type: stat
Scope: no game impact, just info on the stat page
Description: A report on what percent of buildings are at what condition level. Condition levels would include the various barricade levels, unbarricaded but secured, open, and ransacked.

I think this would be fun to see, and helpful in deciding what the impact of suggestions like the above one would actually be.

Notes: 13/14 Keep/Total. Well accepted as is.
  • Was "New Stat: Building condition reports".
Left Queue: 23:06, 26 October 2006 (BST)

Daily Demolitions

Timestamp: MrAushvitz Canadianflag-sm.jpg 04:09, 8 December 2006 (UTC)
Type: Other game stats
Scope: How many pieces of equipment, & heads got busted today...
Description: Don't ask me why I seem to give a crap about the daily statistics page lately, but what the hell.. adds to the information of what's been happening for the day.

Along with the regular current game statistics, I propose:

  • Total Generators Destroyed Today: X (X by Zombies, X by Survivors)
  • Total Radios Destroyed Today: X (X by Zombies, X by Survivors)
  • Total Radios In Operation: X

(Where X is not the total number of radios themselves, but how many of them are currently powered.. if we had the total # of radios and how many of them are powered, that would be more than a bit of X-ray vision.. so we'll just leave it this way, nice and simple. This number is updated every hour.)

  • Total Murders Today: X

(where X in this instance is how many survivors were killed by another living survivor, or a PK.. we're all a bit curious I'm sure. Since the # of bodies and revivifying bodies total is up there already!)

  • "Safe" Malls Remaining: X/22

(where X is how many of the 22 malls in Malton that are not ransacked, if even 1 section of a mall is ransacked that mall is not counted towards this total. This "mall count" is updated every hour, so it does fluctuate. This stat does not give any info as to what specific malls are up and running, zombie populations, etc.. only that the zombies have left their mark!)

The Need:

Well, more than anything this gives a nice overview of what is going down in Malton without giving any specifics as to what area. If street violence is up you get an overall view, the same for how many malls are out of commission. How many radios are up and running, etc.

I did not include total running generators, because, even though they might be able to see by satelite how many buildings have power the power to specific buildings goes on and off so often... it's just a waste of server load. Leave that one to the imagination.

Notes: 20/22 Keep/Total. Strong protest against the inclusion of the Mall data.
  • Was "Daily Game Stats Additions: "Demolitions Count"".
Left Queue: 11:24, 23 December 2006 (UTC)

Daily Suicides

Timestamp: MrAushvitz Canadianflag-sm.jpg 19:58, 4 December 2006 (UTC)
Type: A significant game stat
Scope: How many suicides were committed, in game, today...
Description: Along with the regular current game statistics, I propose: Daily Suicide Count: X Where X is the total number of suicides (jumping off buildings, and dying) that occurred today.

Technical Hoohah:

  • The only "suicides" that count is when a living survivor, jumps off a building and dies. Whether they stand up or not, they still count as a suicide for that game day.
  • It is possible for a living survivor to commit more than 1 suicide per day (suicides, revived, suicides, etc.) Each of these suicides still count towards the daily total, as it is harder to pull off anyways (someone else has to revive you!)

Why?

Aren't you at least a bit curious how many of these have happened, in game, lately?

Notes: 24/24 Keep/Total. Unanimous support.
  • Was "Daily Suicides Count (Edit)".
Left Queue: 11:24, 23 December 2006 (UTC)

Group Members Status

Timestamp: 21:33, 4 May 2006 (BST)
Type: Improvement
Scope: Groups
Description: I, Ron Burgundy, do hereby suggest on this most serious of wiki pages the following:

On the stats page, next to the number of people in each group, list the numbers of living, dead, and undead members. That way, onlookers can see where the fight is and how it's going. This is sorta taking it into the meta-game, but it's the stats page! It's already there.

Was this already suggested? It seems too obvious not to have been. Looking through the list, though, it seems like I'm the first. Well then. You kids have fun.

Notes: 20/23 Keep/Total. Well accepted as is, however some people disliked the idea of extra clutter.
  • Was "If 6 Turned out to be 9."
Left Queue: 01:29, 29 June 2006 (BST)

Kills/Revives Last Hour

Timestamp: 17:07, 21 June 2006 (BST)
Type: Game Stats
Scope: All Players, Kevan
Description: Like many players, I am interested in knowing the situation in Malton statistically. I think it would be great if we could see how many survivors and zombies were killed over the last hour, as well as how many zombies were revivified. (Naturally, the number of zombies killed is irrelevant, but would still be fun to see) It's an angle of the game we've never seen before, and would help us immediately in telling the effects of a new game addition, like Feeding Drag, or the effects of a new player campaign, such as the Big Bash. Kevan may already have something like this for his own use, but if not, it could help him out as well. The change to the Game Stats page might be as follows, changes in bold:
(Active characters are those that haven't idled out after five days, all above subsets
are subsets of active characters. Dead bodies include dead survivors and zombies, but
not revivifying corpses. The Zombie Hunter count does not include hunters who are
currently zombies themselves.)

Survivors killed in the last hour: XXX
Zombies killed in the last hour: XXX
Zombies revivified in the last hour: XXX

Players active in the last day: XXXXX
Players active in the last hour: XXXX
Total players in game history : XXXXXX

The only concern might be the server load this would cause. Someone with more knowledge of coding might have a better idea of how it would go down, but I would think a simple addition to a running total after each kill or revive wouldn't make too much difference. It's also conceivable that Kevan would have to differentiate between a "Survivor" death and a "Zombie" death in the game code, unless that's already done with the Headshot check. Each time the Game Stats are compiled, the three running totals would be incorporated in the Game Stats page, and the running totals would be reset to 0.

Notes: 17/18 Keep/Total. Well accepted as, one person disliked it as it went against the theam of never being certain.
Left Queue: 09:08, 5 July 2006 (BST)

Length of Survival Ranking

Timestamp: Jan 13, 2006, 04:59 GMT
Type: New statistic
Scope: All survivors
Description: One of the most commonly discussed problems with the game is that survivors often don't feel like merely surviving is a worthy goal. Given the uptick in zombie strength, this attitude is wrong. Rather than change any of the game mechanics or add skills in order to promote survival rather than static (and futile) defense of doomed buildings, Kevan should provide survivors with data on how long each survivor has been alive. He could provide a ranking of the top 100 or 1,000 survivors in a prominent place (perhaps on the stats page) and give everyone their ranking in their profile. Staying alive a long time would then be rewarded with recognition and be a valid, fun goal. Maybe then survivors would start acting like real survivors while having fun and feeling like they've accomplished something.

To clarify, naturally only active survival would count. Going inactive would reset your count just like dying. If the ability to opt-out were permitted, then opting out would also reset your count. This would not take the place of other survivor development, it would just be another, optional goal to play for.

Notes: 18/26 Keep/Total. Generaly well accepted as it gives another goal to survivors. However the option for players to chose not to be listed would be needed so they don't become a target for Player Killers. Some people also wanted an goal like this for Zombies as well.
Left Queue: 09:31, 18 May 2006 (BST)

Mobile Calls Completed Data

Timestamp: 08:12, 26 April 2006 (BST)
Type: Statistics Tracker Addition
Scope: Statistics Tracker
Description: I suggest that the Statistics Tracker be amended to keep track of completed calls.

The information could be formatted similarly to the population data and appear along with the current coverage percentage.


Mobile Network Coverage : 44%

Calls completed in the last day: 123

Calls completed in the last hour: 7


This would give us a better understanding of call volume as well as the time of day phones are being most utilized.

Notes: 31/35 Keep/Total. Well accepted as is.
  • Was "Stats page should show completed calls in the last hour and day".
Left Queue: 09:27, 20 June 2006 (BST)

Radio Freqeuncy Usage

Timestamp: 13:28, 14 June 2006 (BST)
Type: OOC Improvement
Scope: All players, espeically newbies and wiki editors.
Description: Show the top ten and bottom ten radio channels on the stats page. This may be seperated into public and non-public channels as well. Top and bottom ten to be determined by number of users transmitting, rather than number of transmissions, to curtail spamming. This would give new players an indication of which stations to tune into, as well as allowing wiki editors to discover which channels are candidates for reappropriation. This would have no in-game impact for typical players, thus I do not believe it could be considered unbalancing; it would be useful for housekeeping more than anything else.
Notes: 12/14 Keep/Total. Well accepted as is.
  • Was "Frequency Usage Reporting on Stats Page".
Left Queue: 03:16, 30 June 2006 (BST)

Radio Freqeuncy Usage: Most Popular

Timestamp: 17:33, 28 July 2006 (BST)
Type: Stats Improvement.
Scope: A small but usefull statistics page update.
Description: I think it would be usefull if the statistics page were to show the most popular military and civillian radio frequencies. It would appear under the 'Mobile Network Coverage' statistics, and could have titles such as 'Most Used/Popular Millitary Frequency: 26.15 MHz' (For example). I don't think it would be that difficult to keep track of the most used radio frequency, and I think this would be a small but usefull addition as the most used frequency tends to be the most usefull.
Notes: 12/18 Keep/Total. Well accepted as is.
  • Was "Radio Airtime".
Left Queue: 12:41, 21 August 2006 (BST)

Zombie / Human Kills Last 24hrs

Timestamp: 00:55, 21 April 2006 (BST)
Type: Statistics Tracker Addition
Scope: Statistics Tracker
Description: I suggest that the Statistics Tracker be amended to keep track of the following four categories:
  • Humans killed by zombies in the past 24 hours.
  • Humans killed by humans in the past 24 hours.
  • Zombies killed by humans in the past 24 hours.
  • Zombies killed by zombies in the past 24 hours.

This should give us a better idea of how the zombie-human fight is progressing, and that info is more relevant now that the odds are a bit more balanced (aka dying is no longer a slap on a wrist, and killing a survivor actually MEANS something finally).

Also, after being ZKed twice in the past 2 days, I'm genuinely curious as to whether the new revive rules, which have finally resulted in a 50/50 split, are actually making the game more balanced, or just resulting in lots more ZKers running around.

Notes: 31/32 Keep/Total. Well accepted as is.
  • Was "Stat tracker should keep track of who kills who in a 24 hour period".
Left Queue: 09:05, 21 June 2006 (BST)

Zombies With Brainrot

Timestamp: 05:00, 24 Nov 2005 (GMT)
Type: Interface
Scope: General
Description: In the Urban Dead Stats Page, we should be able to see how many zombies have got Brain Rot (Similar to the Number of Zombie Hunters). That way, we'll come to know how many dedicated zombies are out there!
Notes: 20/20 Keep/Total = 100%
  • Don't allow this to become a tool for people to find out who has brainrot.
  • Was "How many Corpses are Brainrotted".
Left Queue: 15:45, 9 Dec 2005 (GMT)

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