Suggestion:20100927 Barricade Frenzy

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20100927 Barricade Frenzy

SIM Core Map.png Swiers 06:05, 27 September 2010 (BST)


Suggestion type
improvement


Suggestion scope
Zombies who are at buildings they feel "drawn to enter".


Suggestion description
The recent game update institutes a mechanic where zombies are directed to specific buildings and feel "drawn to enter" them once at that location. I suggest that when attacking barricades at that location, the zombie has a 10% chance of not expending an AP (similar to the benefit granted to survivors who act inside their scouted safehouse)- they are simply in a frenzy trying to enter the building! There are two typical cases where this would come up- either you've used "Scent Trail" to follow a survivor to a safe house, or a zombie groaned inside a building and the building was subsequently barricaded. Either way, it makes sense that your zombie would be abnormally motivated to get into that building- he's convinced there is food inside!


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/Change - A lesser percentage would be more balanced, but yeah a small anti-cade measure would be tasty. Nothing to be done! 19:55, 27 September 2010 (BST)
  2. Keep/Change - As Misanthropy. --AORDMOPRI ! T 21:47, 27 September 2010 (BST)
  3. Keep I don't see how the balance of Scout Safehouse has anything to do with this suggestion. It's like comparing radios and feeding groans; Sure they're similar, but you don't use the rate of fuel consumption as a complaint about bellow. This suggestion really wouldn't even do that much. Zombies would just smash 0.225 [0.275] levels of barricade per swing, rather than 0.25. At least it gives some reason to follow instincts, seeing that the building is usually either ruined or EHB when you get there. --VVV RPMBG 01:00, 28 September 2010 (BST)
    Pretty much my reasoning. You are right- it doesn't really compare with scout safehouse (better or worse) - it just uses the same "AP saving" mechanism. I think your math is off though- it effectively bumps barricade bashing up to .275 per AP, vs .25 for normal bashing.--—The preceding unsigned comment was added by Swiers (talkcontribs) at an unknown time.
    <.< --VVV RPMBG 23:43, 28 September 2010 (BST)
  4. Fuck Yeah - Fair and Balanced. (The exact percentage could be varied with the state of the game in much the same way as search odds and barricade interference are currently.) ᚱᛁᚹᛖᚾ 07:49, 28 September 2010 (BST)
  5. For a horde this would be a tiny buff. For a feral zombie following the groan to a building that has been rebarricaded this would save 1-8 AP on average. - User:Whitehouse 23:20, 30 September 2010 (BST)
  6. Keep/change I love being feral since it fits the zombie genre. This mechanic would make being feral slightly better. So I like it! Preferably only with Bellow though...Gat 00:17, 1 October 2010 (BST)
  7. Keep/Abstain This is actually just an abstain, but a vote here would mean less than if I tossed it somewhere else to get my two cents in. It's not a balanced response to Scout Safehouse. In fact, I don't know what it has to do with Scout Safehouse at all. But, the increase is negligible. Ferals are more or less only able to get into buildings at VSB+2 or less on a 50 AP cycle. This might give them a chance to get through HB, or have more AP on getting in. DDR does raise a good point. I'm not going to agree with either of you, but it's kind of ironic that DDR says it's going to get keeps on nothing but the author's name, while most of the kills are...in support of DDR for being DDR. RinKou 18:41, 3 October 2010 (BST)

Kill Votes

  1. Kill - no doubt this will get a cascade of keep votes because of the author, but here's my say- I don't think this is necessary or as balanced as Kevan's safehouse implementation was intended to be. Here we have survivors expending 30AP just so they can get an AP benefit at a safehouse, and here all a zed has to do is walk up to the place and claw at the barricades. The zombie won't even need a skill, unlike the survivors. Sure, it's only for barricades whereas the survivors get a 10% chance on all actions, but multiply this by a million and you get a furthering of the annoying anti-seige inducing gameplay that cade blocking created. Again: forcing survivors to either kill or run in a seige rather than cade and heal is part of what is killing UD atm, and IMO the current situation of cades is the only thing keeping the game a fraction of how good it was before cade blocking, this would ruin (no pun intended) that IMO. Zombies need buffs, but not in this department. Never thought I'd have to say this to you swiers, but: dude, DS. -- LEMON #1 06:21, 27 September 2010 (BST)
    This is unpopular, not undeveloped. Given the paucity of suggestions of late, its hardly a problem having a few that are likley to get killed. SIM Core Map.png Swiers 21:41, 30 September 2010 (BST)
    Replying on talk page. ᚱᛁᚹᛖᚾ 07:53, 28 September 2010 (BST)
  2. Kill - The Scout Safehouse skill requires substantial AP expenditure. Allowing zombies a similar buff without the AP expenditure would be like allowing survivors to gain "free" searches without having to use the Scout Safehouse skill. --~Vsig.png 06:22, 27 September 2010 (BST)
  3. Kill - So survivors pay 31 AP for a safehouse and zombies just come up and tear it down, but more efficiently, for nothing but 100 XP, if that? Barricades are fine just as they are. Avalon 07:34, 27 September 2010 (BST)
  4. Kill - As DDR.--Yonnua Koponen Talk ! Contribs 08:13, 27 September 2010 (BST)
  5. Kill - Also as DDR...he put it brilliantly really, not much more needs to be said Red Eyes-Dezonus-Red Eyes (talk) 08:24, 27 September 2010 (BST)
  6. Kill Ever since safehouse was introduced the survivor ratio has gone down and down. As outlined elsewhere I believe safehouse only encourages stupid survivor behaviour, it doesn't need tweaking, it needs removing. --RosslessnessWant a Location Image? 18:43, 27 September 2010 (BST)
  7. Kill - As Aichon, just far weaker. There definitively needs something to be done about cades, but not in such an awkward way, based on a mechanic that wasn't sensible or good in the first place. -- Spiderzed 22:12, 27 September 2010 (BST)
  8. Nice to see you back, Seb. But I have to go with Aichon on this one. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:57, 27 September 2010 (BST)
  9. Kill - DDR said it best. --Damien falcon 04:05, 28 September 2010 (BST)
  10. Kill - As Aichon and DDR. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 10:08, 28 September 2010 (BST)
  11. Kill - Stop with this anti-siege frenzy... At end the game will be really ludicrous as it's going. Soon new players will learn the word "siege" by reading dusty history books. --DiSm ~ T 21:10, 28 September 2010 (BST)
  12. Kill - Barricades are already hard enough to hold as is. (Don't get me wrong, this isn't a call to buff 'cades), balance is fine, as is. Also, as the others point out, why should they get it for free? --• LtZurSee slapped your nose with a newspaper for a heal from CORAM (0 seconds ago)AU 15:18, 8 October 2010 (BST)

Spam/Dupe Votes

  1. Spam - Bellow already has the potential to draw four suburbs worth of zombies to your location. A 10% chance of not expending AP when attacking barricades is equivalent in strength to nearly another half suburb worth of zombies. Also the flavor you mention doesn't work out for UD, the ingame text shows that zombies don't have adrenaline so it doesn't make sense for them to be 'in a frenzy' or otherwise excited about anything. --Aeon17x 06:42, 27 September 2010 (BST)
  2. Spam - This is massively overpowered. Barricades are the means by which the zombies are kept in check, and are designed to be an AP sink. To give some quick numbers for contrast, survivors have to expend 31AP apiece in order to use Scout Safehouse. In the case of 10 survivors using Scout Safehouse, you're looking at a 310AP initial investment, and an additional 3100 collective AP being spent before it begins to pay off for them, for a total of 3410AP before the break even point is reached for those 10 survivors. Once it starts to pay off, they'll benefit at a rate of roughly 50 collective AP per day. In contrast, in the most likely scenario with your suggestion, a single zombie needs to expend 1AP for a Feeding Groan, and an infinite number of zombies that are in range can benefit from it immediately. As long as the barricades are up, they collectively benefit at the rate of (NUMBER_OF_ZOMBIES * 5) AP per day, and break even after a mere 10AP is spent collectively, in contrast to the 3100AP the survivors had to spend. Not to mention the fact that they can be drawn to locations days or weeks after the last groan/bellow took place or even if they are killed. Aichon 10:10, 27 September 2010 (BST)
    Reply moved to talk page SIM Core Map.png Swiers 21:29, 30 September 2010 (BST)