Suggestion:20071129 Use Up That 10,000xp By Training!

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20071129 Use Up That 10,000xp By Training!

Jon Pyre 15:18, 29 November 2007 (UTC)

Suggestion type
Like a skill, but temporary

Suggestion scope
People who have every skill they want but keep getting more xp

Suggestion description
UD is plagued by the problem of infinite xp. I suggest allowing people (and zombies) to train, giving themselves a small edge for a small period of time. Training costs 300xp and gives a bonus for 3 days (72 hours). There are multiple types of training and each can only be done in certain places or under conditions conducive to it. Since training is a temporary enhancement of a skill you also need to have the skill it relates to. Provided these conditions are met you would have the option to train under your Buy Skills page. Each kind of training is bought seperately. (Added Note: Training does not stack. It must deactivate to be bought again.) A few options:

MARKSMANSHIP
Training Location: Police Stations and Armories
Needs: Advanced Pistol Training
You've been on the firing range. Improves accuracy with pistol by 5%
FIELD DRESSING
Training Location: Hospitals, Infirmariess
Needs: Surgery
You're able to bandage up the wounded a bit better. Increased hp healed with first-aid kit by 2 in all powered, non-ransacked/ruined buildings except for hospitas and infirmaries.
LOOTING
Training Location: Mall
Requires: Bargain Hunting
Your recent mall raiding has left you an effective searcher. Increases search % in non-mall resource buildings by 5%.
BLOODTHIRSTY
Training Location: Anywhere with 10 or more non-reviving bodies.
Requires: Digestion
The smell of death has made you hungry. Digestion heals an addition 2hp with each bite. Bites do not do additional damage.
GRASP
Location: Inside or outside a junkyard
Requires: Tangling Grasp
Attempting (unsuccessfully) to tear through the fence has tightened your grip. Your chance of losing a Tangling Grasp on a failed attack is reduced by 50%.
RAMPAGE
Training Location: Inside Ruined NT, Ruined Hospital, Ruined Museum
Requires: Ransack
Smashing delicate objects and equipment has improved the swing of your fist. You gain +5% chance of breaking a level of barricades.

These are just options. And there could be additional types of Training as well.

Answers to possible voter concerns:

Won't some training make things worse by allowing people to earn MORE xp with their higher accuracy? While it's theoretically possible to earn 300xp in 3 days any of these bonuses will not make back their cost. So let's say a player wants to gather more xp and spends all 144AP they earn over three days shooting zombies with their pistol. That 5% accuracy bonus just amounts to 7 extra shots over all that time, earning them 35AP. So if a player tries to use training to screw the intent of this suggest they'll lose about 270AP compared to the 35AP they get from the bonus. That's the thing to remember about a 5% bonus...it's just one extra success for each 20AP you spend. It doesn't add up that quickly.

The types of training you suggest are overpowered/underpowered! While I presented what I think would be a few good options, and tried to be as specific as possible by providing all numbers and percentages, please keep in mind that the real point of this suggestion is to ask that Kevan consider this sort of Training system as a way of letting people use up their xp. Even if he throws out all the training options I invented and makes up his own I would consider this suggestion a success.

This would further the gap in power between newbies and advanced players! By a mere 5% in most cases...1/20. And soon enough those players will reach the point that they start stockpiling tons of xp and can train too. Besides...my character has been playing for over two years. Shouldn't that time provide some small benefit to him?

Why 3 days, 300xp? I don't want people to have to live in a Police Station or Ruined NT to get their bonus. This allows people to "pick up" training, as they would any other resource and use it elsewhere.

By using up xp you wouldn't be able to tell how long a player has played! XP counts like your score, this is diminishing your points! Don't worry about losing your XP Record. There would be a new stat on your profile: TOTAL XP EARNED. This lists how much you've earned so far, so even if you burn up all your experience training the record that you gained 8,000 points overall will be saved. (Awareness of this potential issue was brought to my attention by Funt Solo's Prestige suggestion)

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. Author I am voting on my own suggestion because who wouldn't vote on their own suggestion. --Jon Pyre 15:24, 29 November 2007 (UTC)
  2. Keep - I like this, especially the location requirement. --Midianian|T|T:S|C:RCS| 15:37, 29 November 2007 (UTC)
  3. Keep - OMG THINKING IT HURTS MY BRAAINNN! UCFSD 16:53, 29 November 2007 (UTC)
  4. Keep/ Change - I personally love ideas along these lines, but I think it should be a limited number of certain buildings and their status- adding a tactical element to the two sides. Also, 500 XP per shot and limited to 50 Ap rather than a time limit. Would ye mind if I submitted another version (with credit) with those differences? --Karloth Vois RR 18:56, 29 November 2007 (UTC)
  5. Weak Keep - As per Karloth, basically... especially using AP instead of time, much more sensible. I am actually willing to vote for change, something radical even, if the change is good. Contrary to the naysayers, this is not a bad idea. --WanYao 22:16, 29 November 2007 (UTC)
  6. Keep - Looks good to me. --Uncle Bill 03:41, 30 November 2007 (UTC)
  7. Keep - Good enough to be worth using, not so good that it's game breaking. Let the pros have a month of free training, fine. Grant 06:20, 30 November 2007 (UTC)
  8. Hell yesss - Except I'd change it to 100XP, for 50AP. Which is about the same price, just with a smaller time frame. And building status. --LumiReaver 14:56, 30 November 2007 (UTC)
  9. A pretty cool basic concept. I like the fact that it gives buildings some new tactical purposes, and (potentially) drops most characters back down to 0XP without "wasting" the XPs. I agree with voters who say limit it to 50AP rather than a span of time; it would suck to spend XP on training and then loose the benefit because you couldn't get back online for a few days. To avoid forcing people to "live in" the buildings where they train (a notion I rather like, as it makes each day's actions mean something) you could up that to 100 AP, or 150 AP. I'd suggest dropping the cost to be the same as a skill though- including class adjustments, so that military characters train on fire arms for fewer XPs, etc. SIM Core Map.png Swiers 20:49, 30 November 2007 (UTC)
  10. Keep- OH YEAH! Too complicated is for babies.. HAHA. I need a way to spend that XP! --Darth LumisT! A! E! SR 00:46, 1 December 2007 (UTC)
  11. Weak Keep -While I'm not so sure about the building requirements, apart from the specifics this looks OK. --AlexanderRM 01:37, 2 December 2007 (UTC)
  12. Keep/Change - Karloth got it all right..please submit a new version of this --the wallaby 12:40, 3 December 2007 (UTC)
    Keep - Its balanced and it makes unused exp useful, theres no reason to vote kill. Pvt human Remove the strike and this comment when you add a timestamp to your vote. --Cyberbob DORIS CGR U! 11:29, 4 December 2007 (UTC)
  13. Keep -To those who don't want to lose XP--Then don't use the bloody training! If people want to, they should be able to. --Heretic144 01:26, 8 December 2007 (UTC)


Kill Votes

  1. Kill - to complicated. --Jack13 16:06, 29 November 2007 (UTC)
  2. Weak Kill - Very close to being a great idea. XP costs are too low though - remember that it'll mainly be experienced players who already have all the skills who do this. Training up to, say, liberate or conquer a mall -- that'd probably be a typical usage of this. Doing that many times a month due to too-low cost wouldn't be as interesting as making it a rare "surge" event. It'd also be nice to have some solution to the problem of existing XP - I don't want to see people trained for months on end due to the "backlog" of XP they've built up. --Pgunn 16:29, 29 November 2007 (UTC)
    • Re I think it is better to give advanced players a few months of this fairly small bonus, than to place it so high it takes forever for new players to use it. This isn't designed to eat up everyone's xp in gigantic chunks but to prevent them from accumulating any more. Most players do not earn 100xp a day. There's traveling, barricading, searching, etc. Training will not destroy my stockpile of 10,000xp but it'll stop it from growing anymore, and start making it decline slowly. If it took two years to build taking eight months to vanish isn't that big a problem.--Jon Pyre 17:52, 29 November 2007 (UTC)
  3. Weak Kill - After thinking about this, i've decided to change my vote to kill, simply because i've realised now that people can actually live off these bonuses for an indefinate amount of time. However as before, if you want my advice I think that you should have a quota of how many of these 'training sessions' you can have per month, say 3 every month. This would add a tatical element, as with 3 day boosts you can have 10 boosts in a month without any overlap, which is only 3000XP, some people i've seen could go on 8 months on these 'training sessions' without even having to get more XP! So overall it needs some work, and it was a bit tight putting this up at the same time as Funt put up that Prestige suggestion up for voting. Acoustic Pie 16:54, 29 November 2007 (UTC)
  4. Kill - Not too fond of this idea, mainly because those with 10k exp could so this all the time for months.Studoku 17:31, 29 November 2007 (UTC)
  5. Kill - No no no! Prestige skills must have little to no affect on gameplay! It has to be flavorful, or have no affect on other players.--  AHLGTG THE END IS NIGH! 18:37, 29 November 2007 (UTC)
    • Re This does have little or no effect on other players, and is flavorful. And training, in my mind, is flavorful. Maybe there could even be a montage message: "You practice suturing wounds shut on a surgical dummy" --Jon Pyre 21:44, 29 November 2007 (UTC)
      • 5% increase to pistol accuracy is pretty significant, methinks. Also, the field dressing one, while more balanced, unfortunately doesn't make sense.--  AHLGTG THE END IS NIGH! 04:34, 30 November 2007 (UTC)
  6. Weak Kill I don't want to give up my XP. It's more of a prestige thing anyway. "I have even less of a life than you do!!!"-- Secruss 02:34, 30 November 2007 (UTC)
  7. Weak-ish Kill -If its temporary whhy buy it, it just doesn't seem worth all that XP, and some people could do thid constantly giving them a huge edge --Bring The Pain!Anti Gorefest5Fight The Pain!TMW!B! 03:54, 30 November 2007 (UTC)
  8. Kill - "UD is plagued by the problem of infinite xp" i don't agree with this statement, nor do I like the idea of temporary buffs. Sanpedro 05:47, 30 November 2007 (UTC)
  9. Kill - Nah. Good attempt though. --Druuuuu 06:00, 30 November 2007 (UTC)
  10. Kill - "UD is plagued by the problem of infinite xp." O rly? -- boxytalk • 12:14 30 November 2007 (BST)
  11. They above me said it. And I think it's time I get a Version 2 of the extra XP thing I suggested ages ago... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 20:11, 30 November 2007 (UTC)
  12. Kill - I can't believe I hadn't voted against this already. "UD is plagued by the problem of infinite xp." Technically not infinite. Technically not a problem. And "just say no" to XP sucking temp boosts. --Ms.Panes 11:04, 10 December 2007 (UTC)
  13. Kill - I don't see how any of this is related to "training". Makes no sense at all. -- Rutherford 15:45, 10 December 2007 (UTC)

Spam/Dupe Votes

  1. Spam - you cheeky fucking thief. And, it's overpowered because someone like you, with 10,000 XP (you said) could buy all the skillz at the same time, earn a shitload more XP and just become an uber-player for the rest of time. And, when you Re me, you better have a fucking good explanation for ripping off my ideas and sticking your own name on them without so much as a word - you prick. --Funt Solo QT Scotland flag.JPG 16:13, 29 November 2007 (UTC)
    • Re To be fair Funt, this isn't the first time I've suggested Training type suggestions. I've been reworking this idea for a really long time now, and I didn't submit it now to cut off your suggestion. Besides, they're not 100% mutually exclusion. There's no reason why there couldn't be an xp cap similar to your prestige suggestion and this. If people could bank 100xp like you suggest they might want to use it up each time it gets full to train as long if no new skill has come along. I sincerely apologize. I will change the suggestion to note that the Total XP Earned aspect was inspired by your idea, something I asininely forgot to do. --Jon Pyre 17:41, 29 November 2007 (UTC)
    • Re "didn't submit it now to cut off your suggestion" - and yet, it could have that effect. And, you've failed to address how your vote on my suggestion and your opening gambit to this one completely contradict one another. Odd, that. --Funt Solo QT Scotland flag.JPG 18:23, 29 November 2007 (UTC)
    Aye, and it's horribly overpowered. (Stop playing last word - you're only allowed one Re. You know that.) --Funt Solo QT Scotland flag.JPG 18:00, 30 November 2007 (UTC)
  2. Spam - No temporary buffs. Incomplete suggestion: saying kevan can decide on this is not a valid answer. Does it stack ? Could i spend 2100xp and get 100% tohit with guns ? That would mean a single survivor would be able to cause ~500 in damage in a single day. --People's Commissar Hagnat [cloned] [mod] 16:53, 29 November 2007 (UTC)
    • Re This does not stack. Once activated you have to wait for it to finish before getting it again. --Jon Pyre 17:45, 29 November 2007 (UTC)
  3. Spam - The balance is weak in this one --The Grimch U! E! WAT! 17:36, 29 November 2007 (UTC)
  4. Spam - No temp buffs, also unbalanced.--Karekmaps?! 22:04, 29 November 2007 (UTC)
  5. Spam - I like it, but you've crossed the line by ripping off Funt. I've had a suggestion taken from me before and know what it feels like. Also, I have a few chars that would fit into those categories (5,000xp>) and would be a cut above the rest. I believe in rewarding long-time players, but this is not it. --Ducis DuxSlothTalk 03:18, 30 November 2007 (UTC)
  6. Spam - And a rip-off of Funt. I also don't like the idea that people who have saved up enough XP could do this for an extended period of time. --Ryiis 06:19, 30 November 2007 (UTC)
  7. Spam - Ripping off Funt... a new low for you in your quest to make an impact on the game, Jon. --Cyberbob DORIS CGR U! 12:20, 30 November 2007 (UTC)
    • Re - I see. That one got shot down so you decided to wait a few months and basically resubmit with some differing numbers? My vote stands. You need to stop spamming suggestions. --Cyberbob DORIS CGR U! 00:52, 1 December 2007 (UTC)
  8. Spam Superpowered players, for one. Why would they wear off after a while other than to balance the suggestion? As Funt, Cyberbob. --Karlsbad 20:23, 1 December 2007 (UTC)
  9. Spam- Way to rip off someone else's suggestion. -- BKM 20:35, 1 December 2007 (UTC)
  10. Steal/Spam - As Funt and Bobo. You asshat, don't steal ideas, oh, and its way overpowered... -_- /~WOOT~\ 22:17, 2 December 2007 (UTC)
  11. Speft - Spam, and also theft. --Pavluk A! E! 12:42, 3 December 2007 (UTC)