PR Class Change: Survivor & Zombie
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Class Change: Survivor & Zombie
General
Crowds Slow Movement
Timestamp: | 07:55, 21 Dec 2005 (GMT) |
Type: | Game Mechanics |
Scope: | Universal Gameplay |
Description: | This is a suggested re-write of "the Many" suggestion posted above.
For every zombie beyond ten in a square, there is an additional 2% chance that it will take 2 AP to pass through the square. So, if I'm in a square with 25 zombies, and I try to leave, there's a 30% chance that it'll cost me 2 AP. In most cases this is a minor nuisance, but if a survivor doesn't plan well, this extra AP could mean the difference between getting to shelter or falling asleep outside.
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Notes: | 17/21 Keep/Total. Generaly well accepted by all. Point of clarification, this would only affect Survivors movement costs and not Zombies when moving away from the square.
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Left Queue: | 05:38, 7 May 2006 (BST) |
Double All HP et al
Timestamp: | 19:28, 12 May 2006 (BST) |
Type: | Minor Change |
Scope: | Everyone |
Description: | I suggest that all the statisitc numbers for health and damge be doubled. All this means is that base HP would be 100. HP with body building would be 120. Pistol damage would be 10. Infection damage would be 2. FAK healing would be 10 without first aid and 20 without. You get the idea. By itself, this suggestion would not affect gameplay or balance whatsoever, since everything would equal out to the same fractions.This may seem pointless, but it's not. The point of this is to make furture suggestions more flexable. Perhaps, for example, someone wanted to suggest and infection that is more powerful, but doubling it's power is to much. Well, with this change in place, the infection could be made to deal 3 damage (formerly 1.5, which would be impossible). I think, maybe a plausable knife upgrade might be made possible with this suggestion too. It could be made to deal five damage, which would currently be 2.5. There are any number of ways this suggestions might be useful in the future, if it's carried out, even though it effectively does nothing right now.
Note: for clairification, things like AP and EXP would not be affected. |
Notes: | 22/32 Keep/Total. Well accepted as is. Some voters didn't see the point of this suggestion. It was suggested by some voters to double the cost of skills and the current amount of XP players have. However the suggestor purposed that you get half XP from combat leaving the XP gain at the normal rate.
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Left Queue: | 02:22, 29 June 2006 (BST) |
Impossible Actions Use 0 AP
Timestamp: | 09:24, 18 July 2006 (BST) |
Type: | Mechanic upgrade |
Scope: | Zombies & Survivors |
Description: | Thanks to Pyre for this idea. Basically, this suggestion would make it a general game rule that when you perform an impossible action you spend 0 AP and an in-game message reminds you (perhaps in a light-hearted or humorous manner) that the action is not possible.
This would cover actions such as attempting to barricade when the building is ransacked, attempting to use a FAK on a barricade or generator, attempting to leave when the building is overbarricaded (already included, I believe), using a bite attack on a barricade, etc. Here are example messages for the above-mentioned actions:
Note that this would not cover actions that are possible but have no effect such as attempting to revive a Brain Rot zombie, or heal a full-health player. You would still spend AP in these situations (you should receive a similar warning message). |
Notes: | 21/23 Keep/Total. Well accepted as is.
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Left Queue: | 11:10, 6 August 2006 (BST) |
Innate Class Abilities
Timestamp: | 12:21, 2 Dec 2005 (GMT) |
Type: | Improvement |
Scope: | All Players |
Description: | In the current game, as characters grow in level they tend to become more and more similar as they snap up all the available skills. The goal of this suggestion is to differentiate the classes by providing some relatively small bonuses that would nonetheless leave them more well suited for the particular tasks that their class is focused on. This would make class selection a weightier task, as your class ability will have some impact in the late game as well as early on.
I specifically do NOT want to start giving damage bonuses or, even worse, bonus XP. This would almost certainly lead to serious unbalance in the game's structure. Instead, I have elected to give each class a very small chance of getting "bonus" AP for performing tasks that are suited to their class role. I have tried to balance these abilities with each other, rather than attempt to correct imbalances in the game's current class system. This would allow the abilities to be stuck in as-is, with the assumption that rebalancing will take place within the already-existing game structure. I believe that all of these abilities would be exceedingly easy to implement, probably no more than a line of code or two per class (just a quick random number check when certain tasks are performed). Military Private: Valor. A trained soldier knows how to press the advantage when he has it, and make use of every opportunity. Years of combat experience impart a fierceness that awes enemies. Privates have an 8% chance to keep their AP each time they hit an enemy with a ranged weapon. (With maxed-out weapon skills, this would average to 2.6 extra AP per day if all fifty AP were spent firing a weapon. This would be very difficult to do. Realistically, if you spent 34 AP in combat, firing five pistol clips and reloading between each one, this would amount to 1.56 extra AP.) Scout: Speed. Reconnaissance is one of the most dangerous, and most important, wartime activities. The ability to move quickly, quietly, and efficiently is essential. Scouts have an 8% chance to avoid spending an AP each time they move to another location. (If you spend all fifty AP running, this gets you an average of 4 extra AP per day.) Medic: Triage. A combat medic must quickly learn how to prioritize patients. The realities of the battlefield require a focus on healing as many soldiers as possible, sometimes at the expense of the seriously wounded. Medics have a 5% chance of not losing an AP each time they heal an ally who has 35 or more HP. Scientist Lab Assistant: Methodology. Science is a difficult process, requiring tremendous focus and the ability to meet exacting standards. A true scientist views unexpected results not as failures, but as opportunities for learning. Lab Assistants have an 8% chance to avoid losing an AP when they fail to revive or extract DNA from a zombie. Doctor: Dedication. Becoming a physician is no easy task - it requires nearly a decade of schooling, and only those with the most profound focus reach their goal. A deep sense of compassion is present in virtually all of those who have made healing their life's work. Doctors have an 8% chance of not losing an AP when they heal an ally with 35 or fewer HP. Civilian Cop: Discipline. Life on the beat is one long string of deadly situations. Officers can live or die based on their ability to keep a cool head when the odds are stacked against them. Cops have an 8% chance to avoid spending an AP each time they miss an enemy with a ranged weapon. (Similar to the Private's ability, this would result in an average 0.96 extra AP for a 34-round combat with maxed skills. Compared to Valor, this ability is somewhat stronger in the early game, and somewhat weaker in the late game.) Firefighter: Heroism. Firefighters gain a 5% chance to keep their AP when performing a melee attack when 20 or more zombies are present. (This would come out to 2 extra AP for 40 turns of combat. I'm not terribly confident in this skill, as the firefighter's role is very ill-defined. This is the best I could come up with. Feel free to suggest something else.) Consumer: Keen Eye. In modern western civilization, there is no ideal more deeply ingrained than capitalism. The consumer is a true believer, who has spent his life keeping a watchful eye out for exciting bargains. Consumers recieve a 2% chance to not lose an AP when searching. (1 extra AP for a full day of searching.) Zombie Corpse: Instinct. The lurching hordes of Malton act not on intellect, or even emotion, but pure impulse. This mindlessness can occasionally be an advantage - the undead attack fiercely, with neither thought nor hesitation. Corpses gain a 2% chance to keep their AP when attacking. (1 extra AP for a full day of combat.) Please do note that the numbers I have suggested are not set in stone. They can of course be tweaked to improve balance. Suggestions are quite welcome all around. |
Notes: | 35/36 Keep/Total.
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Left Queue: | 20:14, 17 Dec 2005 (GMT) |
- I agree that the Cop special ability is unbalanced, so I propose the following change. In addition to the 8% chance to not lose AP per miss, also to give the Cop an extra 1% chance to hit. This would reflect the different nature between Privates and Cops, Privates being far more likely to be newly recruited, and therefore even though they have Valor, reflecting better morale and training, the Cop will probably have served far longer than the Private has, giving the Cop more field experience.
- The Firefighter's bonus should apply whenever there are five or less non-military players present, instead of 20, which would give lone players, especially those starting out, a far better chance of their skill actually kicking in.
- I've thought up three different possibilities for the Corpse class, but since I'm not a zombie player, feel free to change these suggestions: Fat Corpse, with Large Weight, which would give the zombie an 8% chance of spending an extra AP to move somewhere, i.e. 3 instead of 2 without Lurching Gait, but also 55 HP from the start and 8% chance to deal an extra point of damage when using the claw attack. Fit Corpse, with Lean Body, which would be almost the exact opposite of Large Weight, giving the zombie an 8% chance of spending one less AP to move somewhere (yes, with Lurching Gait it would be identical to the proposed 'Speed' ability of the Scout), 45 HP, and extra 8% to HIT, reflecting their nimbleness, with the claw attack. Finally, the generic Corpse which would be basically the normal Corpse right now, with no stat buffs, but also no stat decreases. Feel free to change the numbers for anything...too much math bad for brain...
Separate Zombie/Survivor Levels
Timestamp: | 18:33, 15 Nov 2005 (GMT) |
Type: | Balance Change |
Scope: | Zombies and Survivors |
Description: | Survivor Level does not add to Zombie Level and vice-versa for determining the level number used for XP damage from Headshots and qualifying for Zombie Hunter Skills. Survivors who have no Zombie Skills and are killed will be treated as a Level 1 Zombie, and Zombies who are revived and have no Survivor Skills will be treated as a Level 1 Survivor. This will (1) Help Zombies by allowing high level Survivors who become Zombies to level easier as Zombies, and will (2) Hinder Zombies by keeping Zombies who become Survivors from easily getting Headshot and other future Zombie Hunter skills.
Note - I am not sure how certain cross-race skills that still work, such as Survivor Skills Diagnosis and Body Building, should be treated. I would say for the sake of argument that certain skills do count towards Zombie level (though Diagnosis really shouldn't work when I'm a Zombie), but until my Zombie Character can use First Aid, axes, and guns, those skills should not count towards determining his level. Background - this stems from a recent experience; my level 8 and level 13 Survivors were both killed. I really wanted to play as a zombie, so I had no problem with this, but they were rendered completely useless as they could not gain levels due to the Headshots. This would have been a minor drawback if they were treated as the true level 1 Zombies that they were, but Headshot qualified them as Levels 8 and 13. I guess that the overall character level is supposed to reflect my experience with the game (as a player), but honestly, I'm discouraged from ever letting my guys (who are now revived) become zombies again. Could have been fun, but I could not accumulate enough XP to get even one level. Cue violins. |
Notes: | 16/16 Keep/Total : 100%. Recommend hiding unused skills in a profile -- check a survivor's profile, you can't see what zombie skills he has, and vice versa. Note' that levels are already separate for the purpose of buying Headshot. Headshot should only count human skills.
I should, perhaps, point out that this change was recommended back when Headshot removed XP, and that was the entire purpose of this suggestion--allowing freshly survivors-turned-zombies to have a chance to level up. Bentley Foss 17:19, 22 Dec 2005 (GMT) |
Left Queue: | 16:05, 30 Nov 2005 (GMT) |
Starting Equipment
Timestamp: | 11:23, 22 October 2006 (BST) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Type: | Balance change | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Scope: | Starting Characters | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Description: | The equipment and skills given out to starting characters are not balanced. A cop gets a loaded pistol and two clips, equipment that has a direct synergy with their starting skill (Basic Firearms Training). They're immediately set to gain XP. Compare that to the lowly consumer - with Shopping (a skill they can only use in Malls - which are EHB most of the time) and the unrelated Mobile Phone (a comms device over-shadowed now by the radio), they're going to struggle in the early game. The medic looks good, with a loaded pistol, a spare clip, a FAK and First Aid, but the First Aid skill is actually an impedement to them gaining XP, as it heals the wounded too quickly. All round great flavour, but terrible balance.
It's not as simple, of course, as "everyone should start out with the same amount of items", so an investigation was carried out and applied the following (simple) points system to a starting character's skill and items: Item Points System:
Skill Points System
Here's what that looks like under the current system:
Justification:
Credits:
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Notes: | 27/30. Strong suggestion amongst many voters (and the only reason for the 3 kill votes) that consumers should not start the game with a spray can - fear of a zerg graffiti army. Otherwise, well accepted as is.
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Left Queue: | 16:18, 6 November 2006 (UTC) |
Technical Gameplay Improvements
Timestamp: | Valore 07:24, 18 February 2007 (UTC) |
Type: | Technical Gameplay Improvements |
Scope: | Kevan and all players |
Description: | Alright, to be unusual, Ive actually thought of a few suggestions especially for Kevan, which are intended to make his life easier, in a two ways:
1. Raise donations 2. Reduce server strain Firstly, Kevan has always stated he will perhaps add some benefits in the future for those who donate. I doubt that it will be possible to add any gameplay changes, as that would unfairly be forcing people to donate to keep up. However, perhaps some perks which do not influence gameplay would be possible, such as: An increased 1000 character limit on each of their profile pages A certain amount of SEPERATE Free AP each day, which could ONLY be used for using cell phones. Originally, this would have been used for talking and radio as well, but several voters commented on the already significant spam problem, hence these were removed. A customized item perhaps, based on the stats of an already existing item. For example, I could see the C4NT wanting their fire axes renamed tridents for logical reasons, or the MPD renaming their pistols tasers, whatever. Well, lets hear it. Any support for making Kevans life easier without making those who dont donate feel compelled to? |
Notes: | 18/22 Keep/Total.
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Left Queue: | 13:38, 26 March 2007 (BST) |
Speech
Call after
Timestamp: | 22:09, 2 August 2006 (BST) |
Type: | Talking improvement |
Scope: | Survivors |
Description: | Whenever you try and speak to someone who is online in game, there is a chance that they will move before you can speak. When they have moved you just talk to yourself. eg: You say to Bob: "Hi Bob, if you move again, you will die", however Bob is online and decides to move one block west from you, so your message is "you say 'Hi Bob....etc' to yourself. I propose that if you are outside with a single survivor and that survivor moves as you speak to them, you shout to them. Note: This only works if you are outside and there is only one other survivor on the same block as you. |
Notes: | 21/24 Keep/Total. Well accepted as is. |
Left Queue: | 07:49, 24 August 2006 (BST) |
Emotes
Timestamp: | 01:51, 18 February 2006 (GMT) |
Type: | Feature |
Scope: | Survivors and zombies (in different ways) |
Description: | Ah, the emote. It keeps getting suggested; it keeps getting shot down. Here is my suggestion for an emote feature that addresses the most common problems.
For those who don't know, an "emote" is typing "/me does something" in the Speak field and having "/me" translated into your character name. Hence "/me waves" typed by "John" would become "John waves" when seen by others. One of the major problems is that emotes make it easy to fake game messages. John could type "/me attacks you for 3 damage" and suddenly everyone in the room thinks they just lost 3hp to John. Hilarious! Or not so much. Another problem is how to apply the feature to zeds. Since an emote is not technically speech, but a narrative description, it doesn't make a lot of sense to run zombie emotes through Death Rattle. However, giving zeds a plain text emote feature would provide an easy loophole for using human speech all the time. So, I suggest a two-pronged approach. For survivors, we change the tense. For zombies, we provide a few standard emotes. A survivor emote should work a bit differently from the traditional emotes seen in internet chats. Instead of typing "/me waves" to get "John waves," I suggest typing /me wave to emote You see John wave to other players. (Your own message would be, simply, "You wave.") This makes it impossible to mimic real game messages. Under this system, if you type "/me attack you for 3 damage," the game will output "You see John attack you for 3 damage." As this is quite different from a real attack message, and just sounds odd, it should be pretty immediately obvious that no real attack occurred. However, it does make all the genuine emote uses possible: You see Sgt Boots toast you with a glass of wine. You see JaneGirl shake her head vigorously. Players will mostly just need to remember to leave the "s" off their verbs when they type emotes. While this is different from IRC emotes, IRC emotes are not exactly the paragon of grammatical virtue either. Now, for zombies. Zombies should simply be afforded a pull-down of four or five standard emotes, much as zeds without Death Rattle must choose from common zed phrases. When any of these are selected and emoted, other players will see things like You see a zombie take a step toward you. Here are my suggestions for zombie emotes:
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Notes: | 34/35 Keep/Total.
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Left Queue: | 18:08, 5 March 2006 (GMT) |
Mark Fifty Person Cutoff Point
Timestamp: | Jon Pyre 05:08, 5 January 2007 (UTC) |
Type: | Improvement |
Scope: | Survivors/Zombies |
Description: | Talking and Death Rattle can only be heard by up 50 people in one place. However it can be hard to tell who will get the message and who won't unless you manually count the names in the room description. I suggest adding a little marker between the name of the last person who will hear a message and the first person who won't so you can easily tell which characters are out of speaking range. The marker could be a simple line, a red dot, an arrow pointing towards those who can hear you, or maybe a little message in parathensis: "(50 people)". |
Notes: | 21/21 Keep/Total. You-nano-mouse.
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Left Queue: | 20:03, 23 January 2007 (UTC) |
Select Which Fifty
Timestamp: | 02:08, 30 Jan 2006 (GMT) |
Type: | Improvement |
Scope: | Survivors |
Description: | Right now a survivor has no way of talking to anyone but the first fifty people in a crowded building. This can be a problem if there is a person or people you specifically want to reach beyond the 50, or if you have information everyone in the building needs to know. Originally survivors could talk to everyone in a building, this was changed to the first fifty system in order to cut down on server load. Here's an idea that would preserve the server and help this problem with communications:
Next to the dialogue box for speech have a drop down button. It'd have these selections: "First Fifty", "Second Fifty", "Third Fifty", etc, going up until however many are needed. You'd be able to speak to different groups of fifty with each selection. If there was a number not divisible by 50, like 239, the last fifty would just contact everyone at the end (in this case "Fifth Fifty" would reach 39 people). It would not increase server load because there's no difference between talking in 5 buildings full of 50 people and talking 5 times in one building to reach 5 groups of 50 people. It'd cost the same AP to talk and be no more difficult for the server to handle. |
Notes: | 11/12 Keep/Total. Well accepted as it is as it combats the talking to 50 people problem. |
Left Queue: | 10:32, 29 May 2006 (BST) |
Talk to Nobody
Timestamp: | 21:18, 24 June 2006 (BST) |
Type: | minor change |
Scope: | everyone |
Description: | the other day I PKed someone, but dumped their body before taunting them unmercifully. "No problem" I thought "I will just step outside and taunt their rotten corpse there." Apparently not. I went outside and to my disgust discovered that the "speak" button dissapears when there are no "standing" characters in the block. Since death is temporary in this game, I think we should be able to talk to a pile of dead bodies, if only just to taunt them.
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Notes: | 19/23 Keep/Total. Well accepted as is. |
Left Queue: | 07:40, 8 July 2006 (BST) |
Two Free Speeches Per Day
Timestamp: | 04:19, 29 Nov 2005 (GMT) |
Type: | improvement |
Scope: | All players |
Description: | Everybody gets to make 2 free speeches a day. If they want to speak more than two times in a 24-hour period, it will start costing them 1 AP for each extra speech.
Currently, well-established veteran players (who are already leveled up to the max) can easily spare the 1 AP for each speech, but the newbie players are the ones who need to make use of speech the most to communicate with others and learn about the game, yet they need to scrounge up every AP they have to gain experience which puts them at a speech disadvantage. This will also encourage communication between all players while forcing any chance of spamming to be extremely negligible. |
Notes: | 14/18 Keep/Total
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Left Queue: | 16:55, 14 Dec 2005 (GMT) |
User Toggle Nearest Fifty
Timestamp: | 23:30, 5 Jan 2006 (GMT) |
Type: | Improvement |
Scope: | All |
Description: | Instead of having the speech affect only the fifty most recently active members, I suggest that showing all of the speech is an option. People can select to turn it on or off by going to their "edit profile" page. If it was "off", then the speech would be shown as it is now. If it was "on", then it would go back to showing all speech, no matter the level of activity of a person. Some members aren't very active, so they might miss an important message. Some people might want to message a person, but will be unable to. This would solve that problem. I rather liked having many people talking-- gave the game more life.
DEFAULT SETTING WOULD BE "OFF"!!! |
Notes: | 14/19
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Left Queue: | 10:18, 19 April 2006 (BST) |
Yell: Heard Outside Building
Timestamp: | 03:54, 1 Dec 2005 (GMT) |
Type: | Game Mechanics / User Interface |
Scope: | Universal Gameplay |
Description: | Next to the Speak button, include a Yell button.
If you are inside a building and you yell, then anyone outside the building, on the same block, can hear you. They won't know who's yelling, but they'll understand what you're saying. (i.e. - Someone inside the factory yells "Who's out there?") If you are outside and you yell, then anyone inside a building on the same block as you, or outside within one block of you, can hear you clearly. People outside within two blocks, or inside a building one block away, would hear someone yelling, but would not understand what you're saying. (i.e. - There is screaming to the south-west.) This allows limited communication at a short distance, but it also tips off every zombie within two blocks to your presence. You can yell for help, but that might not be what arrives. Likewise, zombies can yell, or at least grunt loudly, to scare people in a barricaded building (i.e. - You hear loud grunting outside.), or to call their friends over for a feeding frenzy. |
Notes: | 21/24 Keep/Total.
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Left Queue: | 15:20, 16 Dec 2005 (GMT) |