UDWiki:Open Discussion/Borehamwood How Was It For You?

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Notice
This is NOT a policy discussion. This is an Open Discussion about the unique Borehamwood situation. Add your thoughts and ideas. Please treat it as such and contribute with that in mind.

A vague Attempt at order.

Ok. For Clarity Can each person please state their opinions under a header featuring their user name. After that, discuss here, or on the talk page.


Rosslessness

Having Played on both sides, I think that Borehamwood was a better thought out city than monroeville. The Rage Ability helped out zombies in the early days to horde more quickly. The lack of Radio Transmitters made broadcasts a more useful tool. Finally The fact that the gaming rules haven't changed is of great benefit. The opening/closing/headshot/not headshot rules of monroeville really sucked the fun out of the place.


Rorybob

In my opinion, there was something, as in Monroeville, that made the maps ever so slightly less enjoyable than Malton. For Monroeville, (As Ross stated) it was the Perma-death, no perma-headshot, no perma-death. In Borehamwood, it was the Big Brother House. It was the main "Objective" of most of the players, so much of the rest of the map was unpopulated. For a competiton, it was great, but for gameplay, it wasn't so good.

DanceDanceRevolution

Once again, I got over the idea of starting afresh and, like in Monroeville, my characters slept in for 4 weeks before being killed. The idea of just being thrust into the city seems fun but without the immediate structure of Malton (barricades, masses of players etc.) it loses its feel. After Iscariot's behaviour on the wiki and Hagnat's subsequent tantrum I made an effort not to bother going to the BB house.

I often think that the area in the new cities is too large for 1000 level 1 players. I love travelling in any game, but in UD it just isn't feasible in a 'one life' scenario with little metagaming scene, unless you are a team player, which I'm not. If there was anything that would have kept me playing, it would have been for Borehamwood to start off at 50% the size, to give players more bonding in 'groups' and 'hordes', as to allow players to level up some. Then give it 3 or 4 weeks and "lift the quarantine" and add the extra 50% onto the map. --ϑϑℜ 12:48, 22 July 2009 (BST)

Thats a sodding amazing idea! Or perhaps a couple of smaller areas, that are then linked up? Or links that only become opened after a certain action (Like wirecutters, but bigger.) Someone must repair, power, and transmit on a certain frequency to get the bridge opened. Or something.--RosslessnessWant a Location Image? 13:02, 22 July 2009 (BST)

Honestmistake

DDR has hit the problem with new maps dead on. The race for MoL vs Construction adds a lot to the early days but the maps are just too damn big. For the next one I would actually like to see NPC's in the early game. Just mindless bots scrabbling at doors, chewing on corpses or running around hysterically until killed. Countering this I would remove the xp gains for whack n fak and Zed/Zed combat. Might give the sense of theme more weight.--Honestmistake 14:38, 23 July 2009 (BST)

So how would these NPC's work? Passive alts created by kevan? Maybe a couple of hordes at various points? A church or railway station being used as an evacuation point, full of level one consumers. Newspapers or graffiti could contain the information on where they are? --RosslessnessWant a Location Image? 16:27, 23 July 2009 (BST)
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