Suggestion:20070703 Hysteria
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20070703 Hysteria
Jayke 12:45, 3 July 2007 (BST)
Suggestion type
extra realism
Suggestion scope
Survivors held up inside a building of any sort.
Suggestion description
People who are "hysterical" often lose self-control due to the overwhelming fear.
I think that if 30 or more zombies are knocking at my door I would be filled with fear.
Hysteria is not a skill you gain. it would be built into all the characters. It would be "activated" in the even that the zombies break through. Due to fear Survivors would loose accuracy, but gain damage*.
- I am not sure how to balance this out*
(I was thinking for every % lost damage would be increased the same i.e. -1%accuracy +1damage)
Voting Section
Voting Rules |
Votes must be numbered, justified, signed, and timestamped.
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
Kill Votes
- Kill 1) How would damage with a pistol be increased? Hysteria would not improve the damage of a firearm. 2) Would make large scale seiges even more difficult for survivors to win. 3) Don't mess with the accuracy for no reason. 4) Taking 1% accuracy but adding 1% damage would actualy make survivors a lot harder.--Seventythree 12:51, 3 July 2007 (BST)
- Kill I don't freak out,now what?Put it on the talk page.Also,it doesn't make much sense.Why my knife would become 50 damage and 1% hit?And it is very,very annoying,to the level of griefing.Furthermore,not everyone will freak out when 30 zombies is knocking on your safehouse door.You are making defending building impossibie.--Perne 12:55, 3 July 2007 (BST)
- Kill - If balanced correctly it would accomplish nothing (1% versus 1 damage isn't however.) As on average the damage would stay the same. Point is ofcourse that doing the same average damage but missing more is just annoying. As Perne the flavor is bad. people don't like to be forced to roleplay. If they want to RP hysteria they will, if they don't why should they be forced?-- Vista +1 13:40, 3 July 2007 (BST).
- Kill - I think the specifics need to be worked out a bit more. --T 16:32, 3 July 2007 (BST)
- Kill - not needed. there is already hysteria and it's not even only role-playing. newbs and especially trenchies in sieges are all that "ZOMG, we all gonna die! help, zombies here! cades anyone!". --Duke GarlandTLCD SSZ 17:15, 3 July 2007 (BST)
- KIll - The numbers are waaaay of. A pistol could for instance become 50% to hit, 20!! dam. That's 10 dam/AP. Rework that math if you resubmit. - BzAli 18:12, 3 July 2007 (BST)
- Kill - Well, You could become a one-man zombie slaughtering machine with this. At least if I read it right.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 18:22, 3 July 2007 (BST)
- Kill - It nerfs everyone. Which is not what the game needs. --User:Axe27/Sig 19:03, 3 July 2007 (BST)
- Kill - Not even an author keep this has. Besides, "Suggestion type: Extra realism"? Please. ~m T! 19:22, 3 July 2007 (BST)
- Kill - If your suggestion cannot be inserted into the game "as is", then take it to the Developing Suggestions page first. 'arm. 02:20, 4 July 2007 (BST)
- Kill - You wouldn't be afraid if you were wearing a trenchcoat. --Sonny Corleone RRF CoL DORIS Hunt! 03:40, 4 July 2007 (BST)
- Kill - One simple equation says so: Fear + Free Running = -Fear --JudeMaverick Talk +1 Jobs 03:48, 4 July 2007 (BST)
- Kill - talk:suggestions. --Ducis DuxSlothTalk 04:34, 4 July 2007 (BST)
- Kill - no. I have to say that this would nerf the damage done. for the less lucky, like myself, It would be annoying beyond reason. Padfu-Zomfu 05:16, 4 July 2007 (BST)
- Kill After two years or so, I think survivors are pretty used to the whole "zombies at the door" thing. Agreeing with above. --Druuuuu 23:13, 7 July 2007 (BST)
- Above and up. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:56, 8 July 2007 (BST)
- Kill - Nah. --Coco1993 05:46, 13 July 2007 (BST)
- Kill - Holy crap no. --Heavy DDR 02:07, 18 July 2007 (BST)
Spam/Dupe Votes
- Kill I think its assumed that in ANY combat situation against a zombie, a survivors "fight or flight" response is in full effect. Which option the character exersizes is up to the player, and the level of that emotional reaction is an indication of how good (or bad) the game is. Point being, leave the emotional reaction up to the PLAYER, because shifitng it to a game mechanic just makes the game LESS involving. . . . swiers 13:52, 3 July 2007 (BST)
- Spam - Finish it, then submit it. Is that so hard to understand? --Saluton 16:54, 3 July 2007 (BST)
- Spam - When I freak out, my pistol doesn't turn into a grenade launcher with laser beams. Nerfs everyone and very uneeded. --Wooty 18:19, 4 July 2007 (BST)