Suggestion:20070627 Limited, expanded sight: Difference between revisions

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{{Rejected}}
{{Rejected|Interface}}
===Limited, expanded sight===
===Limited, expanded sight===
[[User:Grant|Grant]] 10:42, 27 June 2007 (BST)
[[User:Grant|Grant]] 10:42, 27 June 2007 (BST)

Latest revision as of 13:25, 25 November 2012

Stop hand.png Closed
This suggestion has finished voting and has been moved to Peer Rejected.


Limited, expanded sight

Grant 10:42, 27 June 2007 (BST)

Suggestion type
interface

Suggestion scope
all players

Suggestion description

Navigation is difficult. Even many players who are very familiar with the game and who are in familiar territory probably find themselves consulting maps online and using greasemonkey scripts to aid navigation. Newbies who are unaware of such resources probably spend their time either wandering or orbiting a certain area.

To make navigation slightly easier, I think it would be really great if the range of vision was increased. I imagine a change to a 5 x 5 square instead of a 3 x 3 square.

However, because increased vision range would probably be a huge benefit to survivors hunting zombies (and not as much help for the zeds), players would be unable to see if there are any zombies or humans present. Only the building is visible (players could still see if the lights are on).

In this way, it would only serve as an aid to navigation.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep now this is something i never saw suggested. really. --People's Commissar Hagnat [cloned] [mod] 15:06, 27 June 2007 (BST)
  2. Keep I also like it. And I don't think this is a dupe from my suggestion, first because mine uses an AP, and second because it shows a larger area. I don't know wether this is easy to implement, but I don't usually vote regarding that anyway :P ~m T! 16:15, 27 June 2007 (BST)
    It seems like it wouldn't be too hard to implement, to me (easier than, say, a new skill), but that's just a guess. If it's really that hard, then it won't be done. Easy. But we can wait for the developer to kill it, rather than voting it down because it might be hard. That's what I always thought. Grant 16:34, 27 June 2007 (BST)
  3. Keep Well, obviously I think it's a good idea. Grant 17:02, 27 June 2007 (BST)
  4. Needs work I'll vote keep for now, but it does need a few changes, as people have said. The suggestion's talk page could've helped you out methinks. --Aguyuno 21:02, 27 June 2007 (BST)

Kill Votes

  1. Kill This suggestion would be very hard to implement (both on coding and user interface sides), since 3*3 square interface is one of the core elements. Additionaly, you already can use binoculars on tall buildings and use maps of suburbs. --KiT 12:04, 27 June 2007 (BST)
    It's not on the Game_Assumptions page. Binocs don't help zeds and newbies who don't have them. If it's very hard to implement, then it's probably not worth the trouble. But is there some way that you know that (some place the developer said it), or is it just a guess? Grant 12:18, 27 June 2007 (BST)
    Reminder, Kit - "hard to implement" is NOT reason enough to kill vote. That's not for you to decide. --Aguyuno 21:01, 27 June 2007 (BST)
  2. Kill - Although you coudl fix it up onn the talk page (like maybe requiring binoculars to use it??) --Bruce Torbaron 15:05, 27 June 2007 (BST)
  3. Kill - It would be a nice feature, but is the sort of thing that can (and has been) implemented with an extension, or a bookmarklet. Even without those, you can get the same benefit just by looking at one of the many game maps. Now, if this was a special feature of a GPS unit, implemented as a seperate mini map (NOT on the one in the ULC) you might sell me.... 17:30, 27 June 2007 (BST)
  4. Kill - I like the GPS Mini map idea better. --Sonofagun18 04:24, 28 June 2007 (BST)
  5. Kill - Sorry, a GPS Tac. map type thing makes a little more sense.-- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 18:00, 28 June 2007 (BST)
  6. Kill - I like the GPS Mini map idea better as well.-- Vista  +1  20:49, 28 June 2007 (BST)
  7. Kill - What Sonofagun18 and Vista said. Vault 22:00, 28 June 2007 (BST)
  8. Kill - Monstah's GPS minimap is a much better idea for expanding the field of view. armareum 21:32, 29 June 2007 (BST)
  9. As those above and below. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:40, 8 July 2007 (BST)

Spam/Dupe

  1. Dupe - This one, although using a different method, would have the same result -- boxy T L ZS Nuts2U DA 13:03, 27 June 2007 (BST)
  2. Dupe - as above. --Sir Sonny Corleone RRF CRF DORIS Hunt! 17:25, 27 June 2007 (BST)
  3. Was Kill, now Dupe - It would be a nice feature, but is the sort of thing that can (and has been) implemented with an extension, or a bookmarklet. Even without those, you can get the same benefit just by looking at one of the many game maps. Now, if this was a special feature of a GPS unit, implemented as a seperate mini map (NOT on the one in the ULC) you might sell me.... 17:30, 27 June 2007 (BST) Except that suggestion is already in peer reviewed ... 22:22, 27 June 2007 (BST)
    As suggestor of the GPS, I believe this have plenty of differences to not be considered dupe. ~m T! 23:33, 27 June 2007 (BST)
  4. Spam - And I think it would be very useful if you made having a monitor that supports better than 1024x768 a requirement for playing the game. This would double the size of one column, and decrease the size of the other, which would make it harder to read the things that actually relate to staying alive where you are. --Saluton 02:29, 8 July 2007 (BST)