Suggestion:20080414 Personal Lockboxes

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20080414 Personal Lockboxes

Charlie Jackpot 20:40, 14 April 2008 (BST)
Suggestion type: Addition of personal lockboxes to all Banks within Malton.
Suggestion scope: Survivors.
Suggestion description:

Simply put, the inclusion of personal storage lockboxes, accessible within banks around Malton. Now, for the specifics:

Mechanics: Lockboxes are immobile, personal storage areas for survivors. Anything can be placed inside, with a total capacity of 10% encumberance, generally enough for ammunition, FAKs, syringes and other essential materials. The contents of the box are only accessible by that survivor alone, and only accessible from the Bank in which the deposit was made, thus making trade and Zerging impossible.

Maintaining Banks & Lockboxes: To use Lockboxes, Banks must be intact (ie: Not Ruined) and powered by a generator. Although the lockboxes cannot be destroyed, they become inaccessible if either or both criteria are breached. If a Bank is breached and ruined, the Zombie responsible also gains 5XP as if they were destroying any other piece of Survivor equipment.

Activating Lockboxes: To open an account at a Bank, all a Survivor has to do is arrive, ensure that the building is powered and intact, then select the 'Open Account' option from the menu, this takes 1AP, and gives the Survivor a 'Safety Deposit Key (Name of Bank)' at 1% encumberance. If the Survivor drops their key at any time, they can still return to the Bank and have another key printed, although this costs another AP to do.

Use: Using a lockbox is simple enough. If you are in an active Bank, and you have a lockbox in use, you can access it and deposit items for free, but retrieving items costs 1AP each.

Gameplay Implementations: As well as making another form of buildings useful for Survivors to inhabit, Banks would also become useful 'Backup Points' for Surivors when Zombies are on the warpath. If a stronghold falls, all it takes is a survivor to power up a nearby bank, and survivors can re-arm and re-defend, at least temporarily.

To clarify:

1. Lockboxes are fixed. They can't be accessed anywhere else.
2. Lockboxes are personal. That means no trading, and no Zerging.
3. There are no limits to what you can put in. There is only a 10% encumberance limit.
4. They won't nerf Zombies, as they require a lot to keep running, and provide XP when ruined.
5. They are still useful to Survivors, but won't replace other locatons which double as supply points.

PS: A tall glass of chilled whiskey/gin/root beer to all who contributed in Talk. Much obliged, all!

PPS: Would people please realise that the banks aren't being staffed by NPCs? It's all manual, you berks.

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. Keep - I love this idea. Balanced for both survivors and zombies. Zombies get XP from destroying, survivors get an emergency cache. And it makes banks useful for something - I'm all for any update that makes a useless building useful. Heck I'm for any update that makes any spot useful. And even if survivors are to produce a ton of keys, those keys will have burden, and also take a lot of AP to make. I need to also mention to anyone voting dupe that they should actually read the original suggestion - this suggestion isnt even MINIMALLY similar to that one. The only similarity is both use bank buildings. BTW, remember to vote an author keep for yourself as well, Charlie Jackpot. --Tselita 21:01, 14 April 2008 (BST)
  2. Keep - This looks pretty useful, great idea; the only problem I see is survivors printing tons of keys; it would probably be better if when a survivor drops his key, that the stuff is lost for good, no reprints. but good job nonetheless Richard Rose 21:06, 14 April 2008 (BST)
  3. Keep - Sounds good. --Heretic144 21:18, 14 April 2008 (BST)
  4. Keep - I like it. Useful, but not overpowered. --Themanwhocares4 21:40, 14 April 2008 (BST)
  5. Keep Eventually someone will vote kill because this is a survivor buff. In response to that eventual vote let me just say that this could be balanced out with a zombie buff, and it has the advantage of making banks a heck of a lot more interesting. --Jon Pyre 21:52, 14 April 2008 (BST)
  6. Keep- I can't see anything wrong with it so why not?--Studoku W! 22:30, 14 April 2008 (BST)
  7. Keep - Excellent. Stands alone from the many other similar suggestions in previous months. However, perhaps reprints shouldn't be possible, just so key-massing can be ruled out. --Private Mark 22:31, 14 April 2008 (BST)
  8. Keep - I agree with Richard Rose about dropping the key, and I also think it should be 2% encumbrance, since there are no other items that are at 1%--CorndogheroT-S-Z 22:34, 14 April 2008 (BST)
  9. Keep - Sure, this is a fine idea. --Diano 22:44, 14 April 2008 (BST)
  10. Keep - adds strategy. --PdeqTalk* 23:25, 14 April 2008 (BST)
  11. Keep - Taking this to discussion improved it vastly... Nice one --Kamikazie-Bunny 23:39, 14 April 2008 (BST)
  12. Weak Keep - Encourages survivors to stay in an area rather than constantly running to the nearest green suburb. Good. Also good that you can't stash a toolbox there. But doesn't this imply that there are NPCs at work? --Explodey 23:58, 14 April 2008 (BST)
    RE: Nope - it's a lock & key automated system. Think of it as an ATM for UD. Acronyms, ho! Charlie Jackpot 10:23, 15 April 2008 (BST)
  13. Keep - Heck, yes. Multiple different stashes, and I get encumbrance as a downside, making it balance. I get all tingly inside thinking about it. --Ciaran Deckardson 01:04, 15 April 2008 (BST)
  14. Keep - Looks good. --FXI 01:35, 15 April 2008 (BST)
  15. Keep - Kinda out of genre, but harmless and interesting. --  01:59, 15 April 2008 (BST)
  16. Not a Dupe. This just happens to be set in a bank too. They are nothing alike. I'm inclined to agree with Riseabove that it should cost to put in too, but I think Kevan can tinker.--Pesatyel 04:21, 15 April 2008 (BST)
  17. Keep - I really like this one, good job.--Jamie Cantwel3 06:13, 15 April 2008 (BST)
  18. Eventual Author Keep - Wow, so many Keeps. Charlie Jackpot 08:03, 15 April 2008 (BST)
  19. Keep - Some value for bank,yay.And,it is not a dupe anyway,that bank vault one allow you to share items with others,this one belongs to you and no one can touch your item.--Perne 10:51, 15 April 2008 (BST)
  20. Keep - A good idea for emergancies - and you have covered my conserns on Zerging - nicely done --Feon Kensai 17:23, 15 April 2008 (BST)
  21. Keep - I like this and it's not a dupe. The mechanics of this are very different to the one linked to below. This is for personal safety deposit boxes as opposed to ones that can be used by anyone. --Cheese 19:43, 15 April 2008 (BST)
  22. Keep - Nicely balanced, good job. Acoustic Pie 21:02, 17 April 2008 (BST)
  23. keep - I had an idea exactly like this, I just was too lazy to post ^_^ --Captain Neo 12:33, 20 April 2008 (BST)
    Keep - excellant idea Meatshield 17:39, 21 April 2008 (BST)
    Note: - Banned Sockpuppet.--Karekmaps?! 23:49, 25 April 2008 (BST)
  24. Keep - But change around the flavor, I don't think any of the bank workers would be there to open an account for you. --Howard Bentley 20:13, 23 April 2008 (BST)
  25. Keep - I think this is an excellent idea. Only thing is, you should be able to transfer your items to another bank - 10 AP cost and 5 hour delay? Otherwise, if you move out of the area, you'll lose access to your lockbox. --Shusamchen 08:23, 27 April 2008 (BST)
  26. Keep - I think it's a great idea. As said before it makes banks useful, and as to someone's kill because 'it's like searching for 100%' that's bs because you had to search once already for the items. I think it's perfectly balanced and the only people making kill votes are the people who are either zeds, or they just don't want to see the game change. --Tremor Brother 1 14:45, 28 April 2008 (PST)


Kill Votes

  1. Kill/Change - should cost AP to deposit items too, this is a fairly valuable way for survivors to get more stored AP utility (it's like 100% searching for whatever you're looking for) and there should be more of an upfront cost to it if it's going to have any balance. --Riseabove 23:07, 14 April 2008 (BST)
  2. kill - as above. except there is no way to save this idea. --WanYao
  3. Kill - It sounds interesting but I seriously doubt it would be implemented for the following reason: There are over 240 banks in Malton. As of this post, there are 33,670 active characters which means that it is possible that Kevan would have to have the capability to track 8,080,800 separate lockboxes (240 bank vaults times 33,670 characters) at the very least in order to make this suggestion work. The problem comes into play when new players come into being and old ones drop out, thus increasing that possible number by 240 each time a new character is created. To put it simply: Kevan won't implement something like this. It is a nice idea, and it might pass peer review, but I imagine it will join all of the other ones in Peer Review Purgatory. --Amanu Jaku 09:03, 15 April 2008 (BST)
    RE: I can see what you're getting at - but you're using base maths to predict a typically human action. How many players would actually traverse the entire map, making an account in each and every Bank? I'd be quite suprised if even the most active players made more than 20 accounts around the entirity of Malton. If Kevan saw fit to limit the number of accounts per player, so be it. I'm not so much attacking your 'Kill' vote, but the logic you applied to justify it. Charlie Jackpot 10:22, 15 April 2008 (BST)
  4. Kill/Change - this needs to go into discusson and get patched up. Why would all the banks have multiple copies of their lockbox keys? How would you be able to get into a bank vault anyway? Bah. All the Keep voters are high on cactus juice, I tells ya! --Funt Solo QT Scotland flag.JPG 15:09, 15 April 2008 (BST)
  5. Kill - As all of the above. Also, encumbrance balancing is a key part of being a survivor - leave it how it is. -- The Lethal Trio [Tlk|NTCS|RRF] U! E! 17:21, 15 April 2008 (BST)
  6. Kill - This seems like an inefficient use of AP. Also, I don't really feel like Malton needs more technological amenities. Banks are still open for business? Those are some dedicated bank employees, coming to work during a zombie invasion. - Grant (talk) 06:26, 16 April 2008 (BST)
  7. Kill - No thanks. --Druuuuu OcTRR 05:59, 19 April 2008 (BST)
  8. Kill - Waste of AP and would further encourage survivors to camp out in areas, and not too useful. Rudiger Jones 08:00, 20 April 2008 (BST)
  9. Kill -sorry this isn't resident evil.. a pointless change--Airborne88Zzz1.JPGT|Z.Quiz|PSS 04:23, 22 April 2008 (BST)
  10. Kill - Survivors should be on the run. Not stopping by the bank to get into their lock box then picking up the dry cleaning. Ugh! Don't search when you can't carry any more shit. It's that simple.--DCC 20:01, 25 April 2008 (BST)
  11. Kill - When you need to get the stuff out, you should be running, not fumbling for a key, and heading to the bank -- boxy talki 04:24 26 April 2008 (BST)

Spam/Dupe Votes

  1. Dupe - My first dupe vote....-doc crook 02:28, 15 April 2008 (BST)
  2. Dupe - And I don't like the suggestion much either. --The Hierophant 07:27, 15 April 2008 (BST)
  3. Dupe --Toejam 10:23, 15 April 2008 (BST)
  4. Dupe - Plus, I don't really like this suggestion for a myriad of reasons.  Billy Club Thorton  T!  RR  17:45, 15 April 2008 (BST)
  5. Dupe. And I think the proper term is "Safety Deposit Box". --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 20:07, 15 April 2008 (BST)
  6. Spam/Kill - Oh crap, I ran out of ammo. At least I have some in the bank!! --Sgt. Napalm 23:29, 16 April 2008 (BST)
  7. dupe dupity-do --Scotw 09:24, 18 April 2008 (BST)
  8. Dupe - Aye, its the same thing. No significant differences. --The Grimch U! E! WAT! 01:20, 19 April 2008 (BST)
  9. Dupe - As Doc Crook -Downinflames 07:22, 20 April 2008 (BST)