Suggestion:20070721 Class Differentiation
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This suggestion has finished voting and has been moved to Peer Rejected. |
20070721 Class Differentiation
Jacamo 23:53, 21 July 2007 (BST)
Suggestion type
Improvement
Suggestion scope
All players
Suggestion description
In most games there is an actual reason for picking a certain class. However, in this game, once a character reaches level 5 or 6 (maybe a little later), it makes no difference what class that character started the game with. Since suggesting lowering stats for current players is frowned upon, I suggest that a stat or stats for current and new players be raised for the skills that are part of each character's original class. For example: starting as a civilian, when you buy body building you get 20 extra hit points, while characters that start as a scientist, zombie, or military only get 10. Characters starting as military get a maximum of 70% chance to hit with a gun when all skills are purchased, while scientist, civilian, and zombie only reach 60% at the most. Characters starting as a zombie will get a max of 60% chance to hit with hands, while scientist, military, and civilian only reach 50% at the most. These examples are not the suggestion I am making. I am making the suggestion that there be a more long-term effect for what class a person chooses. That way, when you get to level 40, the fact that 9 out of ten searches results in finding an FAK makes up for the fact that it was a pain in the ass to level up at first for your consumer. You get the idea.
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
- Keep/Change A Bit - I like it but make it balanced.Like,for example,let people that didn't start as civilian still get it but for 250 XP(Which should carry over to other classes as well so civilians don't get an advantage).Also increasing the hit rates for firearms will get people upset so change the bonus to melee weapons,like Knife hit rates are now 60% and Axe's are 50%.And why can't the scientists get a better skill too like instead of 20 AP to manufacture a syringe,it changes to 15 or 10 AP.Besides all that it is a good suggestion I can see getting implemented. Chill 01:15, 22 July 2007 (BST)
Kill Votes
- Kill - Sorry, I don't like it and I'm sure I won't be alone. Perhaps if you could come up with more moderate examples it would help. --The Hierophant 00:54, 22 July 2007 (BST)
- Kill - This pretty much boosts everyone. Why bother? --Vault 01:34, 22 July 2007 (BST)
- Kill - Needs work.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 03:11, 22 July 2007 (BST)
- Slight Kill - well, mostly as Suicidal Angel and Swiers --Duke GarlandTLCD SSZ 10:56, 22 July 2007 (BST)
- kill I like ideas to distinguish classes they should be workable. I am afraid this one is not though! Oh and Swiers, pick a vote chap... you can't have spam and kill its rather unfair on the rest of us ;) --Honestmistake 18:37, 22 July 2007 (BST)
- kill - I like the concept, and would like to see something like it implemented someday, in some form. This just needs some more work.--Sara M 00:42, 23 July 2007 (BST)
- Kill - It would need a lot of discussion, work and changing to implement an idea like this. You can't have it seriously affect those who have been playing the game for a long period of time, and it needs to be balanced. --Ryiis 03:49, 23 July 2007 (BST)
KillGives an unfair advantage to other players- Unsigned vote struck by - Ryiis 14:37, 23 July 2007 (BST)
- Kill - No....Too overpowered,like 20 hp,wtf!? --Perne 12:20, 26 July 2007 (BST)
Spam/Dupe Votes
- Dupish - This has been suggested many times before, in many different ways. I feel that any suggestion like this that changes numbers around so heavily (yes, 5% can be a lot - remember to think large-scale) needs a lot of work. A lot. Take a look at the previous suggestions and see what people have said. Go develop it. --Ducis DuxSlothTalk 02:32, 22 July 2007 (BST)
- Spam/Dupe = There is no actual content in your suggestion, you have no detailed changes you'd like to see. And things like this are suggested often. 'arm. 07:35, 22 July 2007 (BST)
- Spam - No malicious intent; there's some good stuff on the talk page. But as pointed out, this isn't really a suggestion. There are other ways / places to discuss things. More important, this creates a stronger incentive for survivors to not play as zombies- which goes directly against the zombie genre. . . . swiers 16:22, 22 July 2007 (BST)
- Spam/Dupe - There have been many suggestions like this, and even the ones who bothered to give detailed information about all the changes were spammed into oblivion. When you chose your class, you know nothing about the game so it's unfair. In NW and games like that, by the time you get to chose a class, you've been playing for a week. This wouldn't really work in UD, and overall the whole suggestion is an overpowered dupe.--Wooty 17:46, 22 July 2007 (BST)
- Dupe - As above. We've had a lot of these, some are better than this. Read through some of them and then try to make it more balanced. I personally think that, if something like this does get implemented, veterans for the game get a question like, "Would you like to switch classes?" for just that one time. But eh. --Heavy DDR 20:32, 22 July 2007 (BST)
- Spam -Not only should people be forced to pick a class when they almost definately know nothing about they game, people should not suddenly be affected by decisions they made months or even years ago WHEN THOSE DECISIONS DID NOT AFFECT THEM IN THAT WAY!--AlexanderRM 21:37, 22 July 2007 (BST)
- Dupe - I've seen this idea before, and I'll probably see it again. --Saluton 22:06, 22 July 2007 (BST)
- Dupe - Just because voting hasn't closed yet.-- Vista +1 21:36, 30 July 2007 (BST)