Suggestion:20100927 Barricade Frenzy: Difference between revisions

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#'''Spam''' - Bellow already has the potential to draw four suburbs worth of zombies to your location. A 10% chance of not expending AP when attacking barricades is equivalent in strength to nearly another half suburb worth of zombies. Also the flavor you mention doesn't work out for UD, the ingame text shows that zombies don't have adrenaline so it doesn't make sense for them to be 'in a frenzy' or otherwise excited about anything. --[[User:Aeon17x|Aeon17x]] 06:42, 27 September 2010 (BST)
#'''Spam''' - Bellow already has the potential to draw four suburbs worth of zombies to your location. A 10% chance of not expending AP when attacking barricades is equivalent in strength to nearly another half suburb worth of zombies. Also the flavor you mention doesn't work out for UD, the ingame text shows that zombies don't have adrenaline so it doesn't make sense for them to be 'in a frenzy' or otherwise excited about anything. --[[User:Aeon17x|Aeon17x]] 06:42, 27 September 2010 (BST)
#'''Spam''' - This is ''massively'' overpowered. Barricades are the means by which the zombies are kept in check, and are designed to be an AP sink. To give some quick numbers for contrast, survivors have to expend 31AP ''apiece'' in order to use Scout Safehouse. In the case of 10 survivors using Scout Safehouse, you're looking at a 310AP initial investment, and an additional 3100 collective AP being spent before it begins to pay off for them, for a total of 3410AP before the break even point is reached for those 10 survivors. Once it starts to pay off, they'll benefit at a rate of roughly 50 collective AP per day. In contrast, in the most likely scenario with your suggestion, a single zombie needs to expend 1AP for a Feeding Groan, and an ''infinite'' number of zombies that are in range can benefit from it immediately. As long as the barricades are up, they collectively benefit at the rate of (NUMBER_OF_ZOMBIES * 5) AP per day, and break even after a mere 10AP is spent collectively, in contrast to the 3100AP the survivors had to spend. Not to mention the fact that they can be drawn to locations days or weeks after the last groan/bellow took place or even if they are killed. {{User:Aichon/Signature}} 10:10, 27 September 2010 (BST)
#'''Spam''' - This is ''massively'' overpowered. Barricades are the means by which the zombies are kept in check, and are designed to be an AP sink. To give some quick numbers for contrast, survivors have to expend 31AP ''apiece'' in order to use Scout Safehouse. In the case of 10 survivors using Scout Safehouse, you're looking at a 310AP initial investment, and an additional 3100 collective AP being spent before it begins to pay off for them, for a total of 3410AP before the break even point is reached for those 10 survivors. Once it starts to pay off, they'll benefit at a rate of roughly 50 collective AP per day. In contrast, in the most likely scenario with your suggestion, a single zombie needs to expend 1AP for a Feeding Groan, and an ''infinite'' number of zombies that are in range can benefit from it immediately. As long as the barricades are up, they collectively benefit at the rate of (NUMBER_OF_ZOMBIES * 5) AP per day, and break even after a mere 10AP is spent collectively, in contrast to the 3100AP the survivors had to spend. Not to mention the fact that they can be drawn to locations days or weeks after the last groan/bellow took place or even if they are killed. {{User:Aichon/Signature}} 10:10, 27 September 2010 (BST)
#*There is no real-play way to use feeding groan for just 1 AP.  You need to be in a location with survivors for feeding groan to even be an option, and you really need 5+ survivors for it to be worth using.  5+ survivors means barricades, which means the zombies spent 40-80 AP getting in.  And unlike safehouse scouting (which I admit is a totally counter-productive use of AP for survivors- it should cost 5 or 10 AP max), this only affects one specific action- it doesn;t even affect attacks vs other characters, vs generators, using ransack, etc.  Of course, its the one action everybody (except zombie group leaders) insists is balanced, so... :P  {{User:Swiers/Sig}} 05:18, 28 September 2010 (BST)


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20100927 Barricade Frenzy

SIM Core Map.png Swiers 06:05, 27 September 2010 (BST)


Suggestion type
improvement


Suggestion scope
Zombies who are at buildings they feel "drawn to enter".


Suggestion description
The recent game update institutes a mechanic where zombies are directed to specific buildings and feel "drawn to enter" them once at that location. I suggest that when attacking barricades at that location, the zombie has a 10% chance of not expending an AP (similar to the benefit granted to survivors who act inside their scouted safehouse)- they are simply in a frenzy trying to enter the building! There are two typical cases where this would come up- either you've used "Scent Trail" to follow a survivor to a safe house, or a zombie groaned inside a building and the building was subsequently barricaded. Either way, it makes sense that your zombie would be abnormally motivated to get into that building- he's convinced there is food inside!


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/Change - A lesser percentage would be more balanced, but yeah a small anti-cade measure would be tasty. They never lynch children, babies—no matter what they do they are whitewashed in advance 19:55, 27 September 2010 (BST)
  2. Keep/Change - As Misanthropy. --AORDMOPRI ! T 21:47, 27 September 2010 (BST)
  3. Keep I don't see how the balance of Scout Safehouse has anything to do with this suggestion. It's like comparing radios and feeding groans; Sure they're similar, but you don't use the rate of fuel consumption as a complaint about bellow. This suggestion really wouldn't even do that much. Zombies would just smash 0.225 levels of barricade per swing, rather than 0.25. At least it gives some reason to follow instincts, seeing that the building is usually either ruined or EHB when you get there. --VVV RPGMBCWS 01:00, 28 September 2010 (BST)

Kill Votes

  1. Kill - no doubt this will get a cascade of keep votes because of the author, but here's my say- I don't think this is necessary or as balanced as Kevan's safehouse implementation was intended to be. Here we have survivors expending 30AP just so they can get an AP benefit at a safehouse, and here all a zed has to do is walk up to the place and claw at the barricades. The zombie won't even need a skill, unlike the survivors. Sure, it's only for barricades whereas the survivors get a 10% chance on all actions, but multiply this by a million and you get a furthering of the annoying anti-seige inducing gameplay that cade blocking created. Again: forcing survivors to either kill or run in a seige rather than cade and heal is part of what is killing UD atm, and IMO the current situation of cades is the only thing keeping the game a fraction of how good it was before cade blocking, this would ruin (no pun intended) that IMO. Zombies need buffs, but not in this department. Never thought I'd have to say this to you swiers, but: dude, DS. -- LEMON #1 06:21, 27 September 2010 (BST)
  2. Kill - The Scout Safehouse skill requires substantial AP expenditure. Allowing zombies a similar buff without the AP expenditure would be like allowing survivors to gain "free" searches without having to use the Scout Safehouse skill. --~Vsig.png 06:22, 27 September 2010 (BST)
  3. Kill - So survivors pay 31 AP for a safehouse and zombies just come up and tear it down, but more efficiently, for nothing but 100 XP, if that? Barricades are fine just as they are. Avalon 07:34, 27 September 2010 (BST)
  4. Kill - As DDR.--Yonnua Koponen Talk ! Contribs 08:13, 27 September 2010 (BST)
  5. Kill - Also as DDR...he put it brilliantly really, not much more needs to be said Red Eyes-Dezonus-Red Eyes (talk) 08:24, 27 September 2010 (BST)
  6. Kill Ever since safehouse was introduced the survivor ratio has gone down and down. As outlined elsewhere I believe safehouse only encourages stupid survivor behaviour, it doesn't need tweaking, it needs removing. --RosslessnessWant a Location Image? 18:43, 27 September 2010 (BST)
  7. Kill - As Aichon, just far weaker. There definitively needs something to be done about cades, but not in such an awkward way, based on a mechanic that wasn't sensible or good in the first place. -- Spiderzed 22:12, 27 September 2010 (BST)
  8. Nice to see you back, Seb. But I have to go with Aichon on this one. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:57, 27 September 2010 (BST)
  9. Kill - DDR said it best. --Damien falcon 04:05, 28 September 2010 (BST)

Spam/Dupe Votes

  1. Spam - Bellow already has the potential to draw four suburbs worth of zombies to your location. A 10% chance of not expending AP when attacking barricades is equivalent in strength to nearly another half suburb worth of zombies. Also the flavor you mention doesn't work out for UD, the ingame text shows that zombies don't have adrenaline so it doesn't make sense for them to be 'in a frenzy' or otherwise excited about anything. --Aeon17x 06:42, 27 September 2010 (BST)
  2. Spam - This is massively overpowered. Barricades are the means by which the zombies are kept in check, and are designed to be an AP sink. To give some quick numbers for contrast, survivors have to expend 31AP apiece in order to use Scout Safehouse. In the case of 10 survivors using Scout Safehouse, you're looking at a 310AP initial investment, and an additional 3100 collective AP being spent before it begins to pay off for them, for a total of 3410AP before the break even point is reached for those 10 survivors. Once it starts to pay off, they'll benefit at a rate of roughly 50 collective AP per day. In contrast, in the most likely scenario with your suggestion, a single zombie needs to expend 1AP for a Feeding Groan, and an infinite number of zombies that are in range can benefit from it immediately. As long as the barricades are up, they collectively benefit at the rate of (NUMBER_OF_ZOMBIES * 5) AP per day, and break even after a mere 10AP is spent collectively, in contrast to the 3100AP the survivors had to spend. Not to mention the fact that they can be drawn to locations days or weeks after the last groan/bellow took place or even if they are killed. Aichon 10:10, 27 September 2010 (BST)
    • There is no real-play way to use feeding groan for just 1 AP. You need to be in a location with survivors for feeding groan to even be an option, and you really need 5+ survivors for it to be worth using. 5+ survivors means barricades, which means the zombies spent 40-80 AP getting in. And unlike safehouse scouting (which I admit is a totally counter-productive use of AP for survivors- it should cost 5 or 10 AP max), this only affects one specific action- it doesn;t even affect attacks vs other characters, vs generators, using ransack, etc. Of course, its the one action everybody (except zombie group leaders) insists is balanced, so... :P SIM Core Map.png Swiers 05:18, 28 September 2010 (BST)



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  1. Kill - This is a terrible idea, but you can totally fix it up. --NegativeGal 06:01, 12 Nov 2005 (GMT)
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