Suggestion:20070823 Arrival and Departure Messages

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20070823 Arrival and Departure Messages

Animi 23:27, 23 August 2007 (BST)

Suggestion type
Usable flavor.

Suggestion scope
All players.

Suggestion description
Very simple: I'd like to see arrival and departure messages when a survivor or zombie enters or leaves any area, no matter the method: entering a building, suiciding out of a building, walking into an outdoor square, or standing up from death or revival.

Based on discussion on the talk page, I've split these messages into three general groups based on type:

Message Groups

  • Tier One: Zombie break-in messages for buildings ("A zombie entered the building. (22 minutes ago) ...and again. (21 minutes ago) ...and again. (ad nauseum)")
  • Tier Two: Stand up/rise messages for dead/revivified bodies in the area getting onto their feet again. Basically, a notification that another zombie has joined the standing undead or that a revivifying survivor is now on-location, having stood up. Also, suicide messages for when someone jumps out of a building. ("Mr. Suicide Jumper jumped out a window." / "Mr. Suicide Jumper fell and hit the pavement with a meaty smack.")
  • Tier Three: Survivor arrival-and-departure messages. ("Elvis McTrenchcoat entered the building. ... Elvis McTrenchcoat left the building.") Despite the example, I'd propose these for all squares; they'd just be "xyz arrived. / xyz departed." outside. These could be turned off in the profile settings, and would not appear in squares with more than 25 standing survivors (or zombies) in order to keep spam down--as well as reflect the fact that characters would be unlikely to notice another person joining a large crowd of people.

Pros & Cons

Pros:

  • More information on activity in/around a building;
  • Permits a rough picture of who's in the area;
  • For meta-gaming groups, permits triangulation of route and location of someone moving through the area;
  • Permits "traffic monitoring" at revive points, etc.;
  • Second-order benefit: May force more survivors to travel outside, to avoid recognition by other groups in the area; acts as a "nerf" on Free Running.

Cons:

  • SPAM; messages can be turned off, but will still be that much more text traffic in the game for people who choose not to turn them off.
  • Griefing concerns: PKers and their victims now easier to track without having to go from building to building.
  • Second-order consequence: More potential for survivors to "strand" outside if avoiding other people.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

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

  1. Author Vote Because it would be handy, you know? --Animi 23:58, 23 August 2007 (BST)
  2. Keep- The option should be there, even if a lot of people wouldn't use it.--Grigori 01:18, 24 August 2007 (BST)
  3. Keep I like it. I've been wanting to see people come and go.      Ekashp wuz here (aht harman bra!nz!)        03:46, 24 August 2007 (BST)
  4. Keep, but not I think it should only do it for contacts. --Kaynex 04:31, 24 August 2007 (BST)
  5. Keep but only as an option, and not on by default. --Pgunn 06:04, 24 August 2007 (BST)
  6. Change/weak keep - Apply to contacts only and, yeah.--Seventythree 12:59, 24 August 2007 (BST)
  7. Weak Keep Very nice presentation! Proffesional. You don't see much of that. I think its an OK idea... But, please read the suggestion before you vote.BoboTalkClown 16:33, 24 August 2007 (BST)
  8. Keep - really well constructed suggestion putting forth a useful idea. Everyone should read both the suggestion itself, and the discussion on the Talk:Suggestions page.-- Pavluk 00:00, 25 August 2007 (BST)
  9. Keep I like it. Also - how would it help track PKers if you don't know what direction they left in? Use it as an option, only.
  10. Keep - although it might indeed be better just for contacts. would also be better for roleplaying reasons.-- Vista  +1  11:27, 4 September 2007 (BST)

Kill Votes

  1. KILL FOR FREE! - That would be spam galore in a mall or other big structures --Evildemon989 Talk · Help · W! · P! · SU! · TJ! · Hai! 00:10, 24 August 2007 (BST)
  2. Kill - There would be too much spam with it on, so everyone would turn it off immediately. What would be the point then of implementing this? I'm not sure many people would even want the choice of seeing where everyone is moving. --Ducis DuxSlothTalk 00:31, 24 August 2007 (BST)
  3. Kill - more of a comment vote her than anything, but is it really necessary? Hmmm. It could be a good idea, but I just don't think so, over all. Though, in defense of the author to Dux's comment, he very specifically says that there would be no entrance notice when the survivor stack was >= 25, but perhaps that number could be lowered. --the one, the only, sushiknight (talk contribs HARD E.N.D.) 01:05, 24 August 2007 (BST)
  4. Kill The "Tier 1" is...okay. The rest is just spam inducing. If you have to have all those limitations (not over 25 people, can be turned off) then it's rather pointless, IMO.--Pesatyel 04:18, 24 August 2007 (BST)
  5. Kill, but just barely I love the idea, but I definitely see the potential for spam. Now... what if this worked through a function of the contact list? For instance, you could set a name on your list to be a person you specifically are looking for and get a message only for them? Then add a preferences option to notice Zombies (up to a certain number). If you rework the suggestion to that, I'd Keep it-- Grim Rictus 04:48, 24 August 2007 (BST)
  6. Kill - i would vote keep if it would be only for players from your contacts. I would vote keep for part of the messages ( suiciding, standing up). But each walk in/walk out... No, that's too much --~~~~T''' 09:06, 24 August 2007 (BST)
  7. Kill/Change - If it only applied to contacts. --Midianian 12:14, 24 August 2007 (BST)
  8. KillThis, would kill death cultisting... and as much as I hate death cultists, they're players too. Nalikill 13:35, 24 August 2007 (BST)
  9. Kill - Allows effective tracking of the movements of characters, which would benefit any large network of people who wants to kill someone else, or track the movements of a group of people. --Saluton 16:54, 24 August 2007 (BST)
  10. Kill - Total nerf to PKers. When you get a message, it means that they aren't further than fifty squares away, so all you'd need are a few people with this watching to triangulate the location (ok, he went here first, then here ten minutes later, then here five minutes later, they're about 35 squares apart, which means he's more likely than not in southern suburb X). Not to mention the mountains of spam when you're looking for one person in a highly-trafficked area. --Howard Bentley 19:49, 24 August 2007 (BST)
  11. Kill - No. As above. --Druuuuu 05:30, 25 August 2007 (BST)
And if many of you would read the entire body of the suggestion, you'd notice that many of these concerns are in fact right in the cons section. ;) I don't mind kill votes; I mind kill votes that essentially copy-paste from my cons section unwittingly. "Pros don't outweigh the cons" is much more elegant and makes it look like you pay attention to things. --Animi 00:36, 27 August 2007 (BST)

Spam/Dupe Votes

  1. SPAAAAAAAAM - The spam would be enormous. And it would effectively kill PKers. --Sonny Corleone RRF CoL DORIS CRF pr0n 11:33, 24 August 2007 (BST)
  2. Spam - Oh god, the spam. THE SPAM! --Nikitis 17:58, 24 August 2007 (BST)
  3. Chocolate Rain - Say it publicly and you're insane. As Sonny, and it would just be annoying, especially in malls and/or forts.--Karekmaps?! 23:04, 24 August 2007 (BST)
  4. Spam - spam spam spam. Lovely spam! Wonderful spam! Spam spa-a-a-a-a-am spam spa-a-a-a-a-am spam. Lovely spam! Lovely spam! Lovely spam! Lovely spam! Lovely spam! Spam spam spam spam! Zoutroi 00:13, 25 August 2007 (BST)
  5. Spam -Most of the pros are double-edged and the cons definitely outweigh them. One reason to vote kill is just because of the very short time before you even have a chance to choose "ignore". --AlexanderRM 13:13, 29 August 2007 (BST)
  6. Part of this is dupe, but this is not a dupe itself. So my reason for this spam? Cause it creates spam. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:53, 6 September 2007 (BST)