User talk:Bloarg

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Revision as of 15:24, 21 December 2005 by Firemanstan (talk | contribs)
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Kill - Too powerful right now, with zombies already reeling. Would change to keep if tied to 1. Black Ops characters limited to X% of active players. 2. Black Ops characters get regular EXP from PKing. This would make everyone hate/fear them and balance them out a bit, IMO.--Bloarg 6:06, 21 Dec 2005 (PST)

  • i made this suggestion to help keep the excitement in the game, even when zombie presence goes low (like it is now, but it happened in september as well). this idea came from a comment someone made to a [suggestion]. the suggestion dealt with giving normal xp for military personal who kills survivors. the idea (though still in open voting) did not fair well amongst its peers. i would love to give the black ops class normal xp for killing survivors, but as it stands now i think i would loose existing votes - as well as potential votes. my intent is to give pker groups something to get behind. i personally don't have any characters that engage in pking - but i do enjoy the paranoia that comes from fearing pkers. i hope for this class suggestion to pass peer review and for Kevan to implement it into the game, and then build on it. i chose to start small and just propose the class itself and hope that it gets by on its roll play potential. after its implementation (if it gets it) i am planning additional skills to suggest to gear it more towards pkers (i didn't want to do the class and skills together because i didn't want to loose the class potential because people didn't like a particular skill). personally i don't think that they are overpowered as presented - the recon guy is less damaging initially than a person playing as a firefighter. the tech guy is no better than a lab assistant until he gets a range attack skill. the riot guy has less starting day damage potential than a private - and after he has had a chance to collect ammo and a pistol he is equal to the private. also, the class has to pay more for the construction skill, and that will mean less barricaders (i purposely did it that way to help reduce the number of people barricading). couple that with having to wait longer to get the shopping skills to reap the bounties of the mall, not to mention body building costing more. and i think it keeps the class balanced. the biggest draw to it as currently presented is its roll play potential. i play both survivors and zombies, so i don't have a side i want to be more powerful - i just want to add more paranoia and excitement to the game. also - Kevan can add things to it, or take things from it before implementing it, a suggestion passing peer review does not guarantee it will make it to the game in the same form it was proposed - or even at all. aside from the plans i have for its future, Kevan may beat me to the punch if/when putting it in the game as there are already a bunch of good [suggestions] that have passed peer review but have yet to make it to the game. i hope this persuades you to change your vote to keep - :) - , but i will respect your decision either way - you just sounded like you could be persuaded if i explained the case more fully so i figured id give it a shot... --Firemanstan 03:42, 21 Dec 2005 (GMT)