Suggestion:20071123 Repair Ruin
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20071123 Repair Ruin
Jon Pyre 03:26, 23 November 2007 (UTC)
Suggestion type
Skill, balance change
Suggestion scope
Survivors fixing ruined buildings
Suggestion description
While I think ruin is a useful skill I think it's a bit unbalanced due to the multiple AP needed to fix it. As my survivor character allows me to attest there are few joys as great as moving from abandoned ruin building to ruined building and bringing them each up to lightly barricaded for 3AP apiece.
Now it's true that survivors have to carry a heavy toolkit to fix buildings and I think that this balances things (mostly) on a one to one basis. The zombie has the cost of a few AP. The survivor has the cost of less inventory space.
What this doesn't address is that there are many more survivors capable of cheaply fixing ruined buildings than zombies able to ruin buildings due to the skills needed for each. Ransack is one of the later skills a zombie would get. Construction is one of the earlier skills a survivor would get (I'd generally rank the order a survivor needs to get skills in as their xp source whether combat, science or healing, then free running, then Construction). This means that usually only high level zombies can ransack and ruin, while most mid-level survivors can repair buildings. Between one zombie and one survivor it's more or less fair, but with thousands of players it definitely becomes easier to clean up ruined buildings than to ruin them.
I suggest requiring a new Construction subskill called Repair to fix a building with a single click. Players with only Construction could still fix buildings but at a cost of several AP, the first bringing the building from ruined to ransacked and each additional AP undoing one level of ransack until fixed. This would allow for the same AP cost of ruining vs. Toolbox Weight balance to exist among higher level players, while allowing mid-level players to still recapture ruined buildings, just at an equal AP cost as it took to ruin it.
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 - Because the only character I care about has long since acquired all his skills. That and you're reasoning is making some sense.-- AHLGTG THE END IS NIGH! 03:28, 23 November 2007 (UTC)
- Keep I think this is an appropriate correction of balance. As I said, it's not about the individual, but about Multiply it by a Billion. Game wide among mid-low level characters Construction is surely a much more common skill than Ransack. --Jon Pyre 03:31, 23 November 2007 (UTC)
- Keep - While I am mainly survivor, my zombie being relegated to an alt, I do think this would achieve a better balance--Corndoghero 03:34, 23 November 2007 (UTC)
- Keep - we need more skills.--'BPTmz 03:38, 23 November 2007 (UTC)
- Keep - Because it meets in the middle between over and under powered. BoboTalkClown 04:12, 23 November 2007 (UTC)
- Keep - As above. --Private Mark 05:15, 23 November 2007 (UTC)
- Keep - Although i would have to buy a new skill, it would make things more even Anti gorefest5--anti gorefest5 07:52, 23 November 2007 (UTC)
- Keep - Pretty good. --The Hierophant 07:56, 23 November 2007 (UTC)
- Keep - + bonus xp would be good - this could really solidify 'construction characters' and give MCWU a purpose! --Ducis DuxSlothTalk 09:54, 23 November 2007 (UTC)
- Keep - not a true nerf to newbie's, as those have to come along every now and then, and any new skill will not affect the "older" players even half as hard anyway's.--Zach016 11:59, 23 November 2007 (UTC)
- Keep - Yeh why not (CNR). Omega 15:42, 23 November 2007 (UTC)
- Keep- Above. --Darth LumisT! A! E! 18:35, 23 November 2007 (UTC)
- Keep - I still think Ruining should cost less ap, but that's a reasonable alternative. --Nikitis 21:09, 23 November 2007 (UTC)
- Keep- Great Idea, much better balance, I am primarily a survivor and I believe this is offers a better balance to the game. -- BKM 21:18, 23 November 2007 (UTC)
- Keep - Definetly yes. This is much more balced than before, and it doesn't annoy the crap outts survivors anymore. --Poopman9 23:40, 23 November 2007 (UTC)
- Sure I'll spend my 800-so XP on whatever gets implemented next... Unless it's BR or requires BR... or will really @#$% up my normal actions... ("Stare at Sky" - when outside, you regain AP twice as slow, due to being distracted) ~A`Blue`JellyTME*V*I*L*? 06:21, 24 November 2007 (UTC)
- Keep - Sounds balanced and new skills are often fun. - David Malfisto 14:13, 24 November 2007 (UTC)
- Keepish -Not total support, but enough. This is mostly realism and just because I think we need more skills. --AlexanderRM 22:07, 24 November 2007 (UTC)
- KeepHeretic made the most ridiculous point for "killing" it. So I am just cancerling out her vote.--Thekooks 18:43, 2 December 2007 (UTC)
- KeepI feel that'd be fair. --Trunksoul 19:46, 3 December 2007 (UTC)
Kill Votes
- Kill - In many dangerous suburbs, it is obscenely hard to fix a ruined building, not easier than ruining it. I don't think ruin needs a boost. --Cap'n Silly T/W/P/C 06:04, 23 November 2007 (UTC)
- Kill, weakly - This goes too far in the other direction, I think. A part of me wants to support it, but for some reason I can't bring myself to. For one thing, it nerfs newbies -- while people with 1000s of banked XP won't be affected at all. Instead, why not just lower the cost of Ruining buildings to only 1 or 2 AP, after a Ransack? --WanYao 07:47, 23 November 2007 (UTC)
- Re Even if Ruin was lowered to 1 or 2AP I'd say this skill is appropriate. It just puts Ruin and fixing Ruin at the same level of skill progression. It doesn't prevent newbies from surviving, just from single handedly reclaiming new territory. While this does make them weaker at this one specific task I think that limitation is an example of balanced gameplay. Newer players should be weaker than players with 1000s of xp. Just not in a way that screws them. This doesn't. --Jon Pyre 05:23, 26 November 2007 (UTC)
- Kill - As WanYao, this doesnt solve anything, and just causes problems. --The Grimch U! E! WAT! 08:01, 23 November 2007 (UTC)
- Kill - As WanYao - we want to help out new players, not bolster veterans. The toolbox does the job just fine. I see UD as adding new items over time, but not skills. Each skill added at this stage widens the gap of ability. --Funt Solo QT 12:04, 23 November 2007 (UTC)
- Kill - As WanYao and others above. --Ryiis 14:58, 23 November 2007 (UTC)
- Kill - As WanYao and the other kill voters. --Waterspark2 11:59, 23 November 2007 (EST)
- Kill - -- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 18:19, 23 November 2007 (UTC)
- lliK -
Stop nerfing.Er... rather, no. There's more newbies than veterans, and it's still hard to repair, especially with more zombie skills coming in. Zombies already have AP on their side. Glenstone 21:52, 23 November 2007 (UTC) - Kill - doesn't solve anything --~~~~ [talk] 12:55, 24 November 2007 (UTC)
- Above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 11:10, 26 November 2007 (UTC)
- Kill - 1 skill in 1 skill out.--Karekmaps?! 02:05, 27 November 2007 (UTC)
- Kill - I would only vote for this if it were enacted with a simulataneous reduction in toolbox weight. --Heretic144 00:22, 28 November 2007 (UTC)
- Kill As per Wan Yao. --Karlsbad 19:59, 1 December 2007 (UTC)
- Kill As per whomever --Lh778 04:36, 3 December 2007 (UTC)
- Kill - I had to re-read it several times to get what you mean. While I agree that zombies are worse-off than survivors in the Ruin-Repair Race, there has to be a better way to fixing it than making de-ruining a skill only high-level survivors would be bothered with. This means it will be hard to both find ruined buildings and repair ruined buildings. No way, my friend. This would create an equilibrium, but a very slow one at that. Ariedartin Talk 13:42, 4 December 2007 (UTC)
- Kill -Not until Toolbox weight gets reduced a bit.--Kolechovski 23:00, 4 December 2007 (UTC)