Suggestions/10th-Apr-2007

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Visual Tracking

Timestamp: Jon Pyre 02:53, 10 April 2007 (BST)
Type: Skill
Scope: Survivors
Description: After a raider kills a fellow person or destroys a piece of equipment you know to immediately take to a roof or window to see which way the attacker went. Since free running works by jumping roof to roof it is possible to follow an escapee's progress without too much interfere in your line of sight.

You see next to the person's name the last place they used free running to get to within a 5 block radius. If you have binoculars in your inventory the radius is increased to 10.

To clarify here are examples of what you would see if fictional killer escaped a few different ways:
Free Ran 4 east 2 north: Frogman killed Galahad (spotted on a rooftop 4 east 2 north)
Free ran 2 west, exited that building and then went 2 north on foot, and entered a building and stayed there: Frogman killed Galahad (spotted on a rooftop 2 west)
Free ran 1 west, exited the building going 2 s, entered a building and free ran 1sw: Frogman killed Galahad (spotted on a rooftop 1 west 3 south)
Exited the building, went 5 north, entered a building without free running at all: Frogman killed Galahad (you couldn't spot them)
Free ran 12 north: Frogman killed Galahad (spotted on a rooftop 10 north)
Walked 10 spaces outdoors and then free ran out of range: Frogman killed Galahad (you couldn't spot them)

This would be useful for striking back at raiders but still provides the killer with ways of escaping and fooling their opponents. For instance they could free run a few north, then exit and proceed south on foot to get out of range before free running again. Or they could escape by taking shelter in an entry point without free running at all, or just by going 11 spaces. I think this makes things a little fairer and the whole "double back to fool your foes" is a pretty cool idea I think. It should probably be a military skill.

Keep Votes

  1. KEEP This provides a new and fair mechanic I think for tracking killers. A major argument against tracking is how to explain determining which way a person has gone. Spotting someone jumping roof to roof makes sense. I think arguments about air vents being in the way or buildings being different heights would be overthinking the issue, after all the idea of someone free running at all with even the now reduced inventories, killing someone without their allies immediately following rather than waiting for their players to log in, or the whole "zombies existing" thing is preposterous to begin with. This is good game logic and I think a good game mechanic. And it's thematic too. Killers could now literally double back to trick their enemies. --Jon Pyre 02:53, 10 April 2007 (BST)
  2. Keep - Great skill for bounty hunters, police, scouts, etc. Very in genre, and adds a new element to the game. --Uncle Bill 03:02, 10 April 2007 (BST)
  3. keep/change - Similar concerns to funts but not strong enough for me to kill. First make the range 3 and 5. Second and probably most important limit how many people you can track, I suggest making it a 1AP action to "watch" and also limiting how many people you can keep track of would be both realistic and reduce the amount of server load. A good limit might be 10 because frankly if you are in a building where more than 10 people get PK'd it was probably Redrum or some other organised group and following them is probably not a good idea... flavour text could be something like "following an orgy of carnage in which X people were killed you decide that discretion is the better pert of valour and hide in a closet instead of trying to follow them!" --Honestmistake 09:22, 10 April 2007 (BST)
    Keep - number changes may be needed(I think you should be able to only spot 6), and tall buildings(not sure if this was mentioned)they should block it.
    unsigned vote struck--Funt Solo Scotland flag.JPG 22:51, 10 April 2007 (BST)

Kill Votes
Against Votes here

  1. Seems like it provides too much information. Especially for free.--Pesatyel 05:11, 10 April 2007 (BST)
    • Re It requires purchasing a skill. As skills that provide information go this is far less useful than Diagnosis, Scemt Blood, or even just being able to witness killings in the first place, which is free. --Jon Pyre 05:18, 10 April 2007 (BST)
    • Re It requires purchasing a skill. As skills that provide information go this is far less useful than Diagnosis, Scemt Blood, or even just being able to witness killings in the first place, which is free. --Jon Pyre 05:18, 10 April 2007 (BST)
    But those all have limitations, primarily being within the same square. Even Scent Trail requires contact. This does not seem to have ANY limitations.--Pesatyel 04:31, 11 April 2007 (BST)
  2. Kill - I am concerned about server overload with this one. This is why you can only talk to the closest 50 people, and such. With yet another information overload, and yet another strain put on the server, what other functions will be retarded to help maintain the servers integrity? --Poodle of doom 05:28, 10 April 2007 (BST)
    • Re Voting server load isn't really a valid kill reason, unless it's something plainly impossible. While this would increase server load so would about 90% of all suggestions. You can't add features to an online game without increasing server load, and the idea of UD remaining the same forever isn't nice. The question is would it increase too much to be worthwhile? I don't think in this circumstance that it would. UD did quite fine even after the introduction of Feeding Groan, Tangling Grasp, and generators.--Jon Pyre 07:01, 10 April 2007 (BST)
  3. kill/change - another great idea, but I really don't like the numbers. Binoculars let you see 10 squares? Right now, they only let you see 3 squares from a tall building, so (right there), you've vastly increased their range and power. In fact, given that normal sight is 1 square, where did you pull a 5 square radius from? I suggest changing those to 1 and 3 squares respectively, in line with current rules. For that, you'd get to see the last place you saw the person before they disappeared outside of that range. Sure, they might double back, but you've made them spend AP on doubling back. Also, it should cost 1AP to check where someone went. Otherwise, multiply it by a billion. If a hundred people attacked others in the mall, your character gets to see where all 100 went, for free? That's overpowered. --Funt Solo Scotland flag.JPG 07:52, 10 April 2007 (BST)
    • Re If 100 people are injured in the mall you'd get to see their health, for free. I don't view information, acquired by a skill, as something that requires an additional. As for the distance I figure that you can see something on another roof easier than something on the street. The street beneath a building 10 blocks away may be blocked by the building, but the roof is up there for easy viewing. A 3 distance radius would be close to worthless. This requires the killer to spend a little effort escaping. --Jon Pyre 13:22, 10 April 2007 (BST)
    • re - Jon, the health thing is such a spurious argument. Just once, I'd like to see you take some advice without arguing over every single point as if you never make mistakes. Jebus H. Irritating! Health might as well be free info. - because it's a positive for all concerned, right? Whereas, spotting where all the PKers / greifers / bounty hunters went in a 10-block radius, for free, is fucking hugely overpowered. If you can't see that, you haven't plugged your brain in this morning. Also, a skill cost is not really a cost for so many players, is it? Each of my characters has several 1000 XP, so a cost of 100XP is meaningless. You know that, as well. Your "realism" for rooftops argument is pish, as well, frankly. I don't mind you stretching realism to accomodate a suggestion (after all, this is zombies), but don't use it as concrete back-up. If you're in a single storey school, how could you see the roof of the multiple storey tower-block? That's right, you couldn't. Your suggestion is overpowered. --Funt Solo Scotland flag.JPG 14:00, 10 April 2007 (BST)
  4. Kill - I'd much rather watch where my contacts travel to as they leave a building than some random killer. But this suggestion only allows it for killers. And Funt Solo has good points. Additionally, Free Running is NOT logically always or only roof-to-roof travel, so the shorter range Funt Solo mentions makes even more sense. --S.WiersctdpNTmapx:oo 12:48, 10 April 2007 (BST)
    • Re The logic behind this is you witness a murder and react to track the killer. If a contact just walks through while you're logged off it could be assumed you don't even notice them. Also in that incarnation it would invite PKing. Telling where any contact is, even if they do nothing, now that would be too much information for free. --Jon Pyre 13:25, 10 April 2007 (BST)
      • Re Re My point is, your "logic" above is in fact a role playing choice that is being made for all characters in the game. Who is to say that people would prefer to react to and track murders as opposed to the appearance / exiting of contacts? And what does the suggestion encourage, if not PKing? Hunting down and killing murderers is still PKing. And yeah, the radius is HUGE- compare to feeding Groan. Scent Trail has a large range because only ONE zombie gets the tinof, not EVERY zombie present. --S.WiersctdpNTmapx:oo 02:13, 11 April 2007 (BST)
  5. Kill - Way overpowered. --SporeSore 13:38, 10 April 2007 (BST)
  6. Kill - Vastly overpowered. Nerfs PKers, who already have a hard enough time (my PKer is a zombie 95% of the time). --Gm0n3y 18:22, 10 April 2007 (BST)
  7. Kill - Radius of effect is a bit too large. --ZombieSlay3rSig.pngT 20:58, 10 April 2007 (BST)
  8. Kill - no, i don't like it. Dan Fransisco's suggestion is much better --Duke Garland 21:34, 10 April 2007 (BST)
  9. Kill -- Zombies track, breathers don't - especially not when they haven't actually been interacted with by the trackee. You want to know where the target went? Get up and search building-to-building for him. Hell, recruit some friends to help with the hunt. It's what we murderous thugs do. Oh, and please don't bring up the tired old argument that a PK can just hit anyone available at random. So can you. When we want to go after a specific target for whatever reason, we work for it, you can work if you want to find us. --Mold 11:34, 11 April 2007 (BST)
  10. Uh..no. When I PK someone, I'd like to stay in the shadows and not get tracked. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:40, 11 April 2007 (BST)
  11. Change -Make it cost 1AP and bring back the "last turn" menu afterward so as not to be the uber PKer nerf OF DOOM! --AlexanderRM 02:38, 13 April 2007 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


Relocate Encumbrance %

Timestamp: P4X639 03:24, 10 April 2007 (BST)
Type: Improvement
Scope: Survivors
Description: Currently, with the total Encumbrance % at the bottom, it is anoying to scroll down to see it. If it is moved to top of the Inventory, it would be a lot easer to use.

Example, the % could come after the Inventory like this: "Inventory (click to use). You are X% encumbered."

Keep Votes

  1. Keep - This just a minor change, there is no reason to kill or spam/dupe. --P4X639 03:24, 10 April 2007 (BST)
  2. Keep - Why they h311 wouldn't you support this? --Poodle of doom 04:29, 10 April 2007 (BST)
  3. Keep I think it would be even better if it was over by your HP and AP but anywhere other then the bottom of the screen is good too.--Blood Panther 05:16, 10 April 2007 (BST)
    • Re: This is a good idea in itself. I hope that if Kevan notes this suggetion on his list of things to do, that he ponders the placement you suggested as well. --Poodle of doom 05:30, 10 April 2007 (BST)
    • Non-Author Re struck. Youronlyfriend 07:32, 10 April 2007 (BST)
  4. Keep - Helpful, simple to change, doesn't hurt anyone, doesn't create spam, doesn't nerf zombie anonymity... Yeah, I think this would be good. --Uncle Bill 05:55, 10 April 2007 (BST)
  5. Keep -I'm an on top sort of guy.--Vista 16:06, 10 April 2007 (BST)
  6. Keep - Why not? --Preasure 21:26, 10 April 2007 (BST)
  7. Keep - its very minor and quite good for some players everyone else shouldn't have problems with it.. Me101 12:20, 11 April 2007 (BST)
  8. Keep -Anyone against it's a matter of taste. anyone for it's a matter of a large amount of time for serarching when your inventory is near full. though you could just put it back to "you can't search any more" instead of "you just spent 10AP searching only to find you can't" --AlexanderRM 22:43, 13 April 2007 (BST)

Kill Votes

  1. Kill - I like it where it is right now. If you have to scroll too much then you have too much in your inventory =P - JedazΣT MC ΞD GIS S! 02:28, 10 April 2007 (GMT)
  2. Kill - You like it at the top, I like it at the bottom. Youronlyfriend 07:06, 10 April 2007 (BST)
  3. Kill - as above. --Funt Solo Scotland flag.JPG 07:55, 10 April 2007 (BST)
  4. Kill - Me no want change. --Ashadoa 13:35, 10 April 2007 (BST)
  5. Kill - I think it's fine. --Ducis DuxSlothTalk 13:44, 10 April 2007 (BST)
  6. Kill - I fear change. --Gm0n3y 18:24, 10 April 2007 (BST)
  7. Kill - I like it where it is now. - BzAli 19:18, 10 April 2007 (BST)
  8. Kill - I think it would be better if the user was provided an option of whether he/she wanted it at the top or bottom. --ZombieSlay3rSig.pngT 21:00, 10 April 2007 (BST)
  9. Kill -- It looks good where it is... --Lord Evans 04:14, 11 April 2007 (BST)
  10. As Funt. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:39, 11 April 2007 (BST)
  11. Kill - what Zombie Slay3r said above and Dan Fransisco below --Duke Garland 19:54, 11 April 2007 (BST)

Spam/Dupe Votes

  1. Spam - This is a real Potato/Potatoe suggestion that is totally down to taste and will upset as many people as it pleases, and just lead to "I prefer the Encumberance at the bottom" suggestions if implemented. It's totally arbritary and in my mind as valid as changing the background from Green to Blue just because you find it a more pleasing colour--User:Dan Fransisco 20:10, 10 April 2007 (BST)

Survivor Hunter Skill - Detect Trail

Suggestion removed to discussion page 12:53, 11 April 2007 (BST). Too many edits to the suggestion after it was under voting, the clincher was this one, but there have been heaps of them before that! -- boxy T L ZS Nuts2U DA 12:53, 11 April 2007 (BST)


Rocks

Removed as a Dupe of Bricks with 4 Dupe votes only. --Funt Solo Scotland flag.JPG 18:46, 10 April 2007 (BST)



Allow survivors to open doors

Timestamp: BzAli 19:26, 10 April 2007 (BST)
Type: New feature
Scope: All survivors.
Description: I've checked and doublechecked, and failed to find a way I as survivor could open doors and leave them open.

This doesn't really make sense. Death cultists could have a real interest in opening the doors after taking down the 'cades to allow newbie zombies access to the brains inside. And there's a few buildings (in the zoo, or indoor revive clinics) where non-cult survivors would like to open doors. I therefore suggest a new button added if you're in an un-barricaded building with closed doors: Open Door. It would be placed where the close door button is now. This ability wouldn't require any skills or anything. After all, everybody can open a door, why shouldn't they be able to close it?

Keep Votes

  1. Keep - Author. - BzAli 19:26, 10 April 2007 (BST)
  2. Keep Makes logical sense, and hopefully will prove to the spam voters on my above topic i'm not anti-death cult or anti-PK, I just like rectifying balance. This suggestion is good as it rectifies a rare unbalance AGAINST Death Culters. Of course they should be able to open doors if we can close them - good work!. @ Vista I realise Death Cultism as a whole is very unbalanced (see my above suggestion to equal it a bit) but rather than nerf it, survivors should get good anti-DC skills. All this though doesn't mean inconsistencies and MINOR anti DC-imbalances like this shouldn't be ironed out though just because MAJOR pro DC-ones are left unaddressed. I know what balance means, but i'm using it in the micro not macro sense here.- Author. - User:Dan Fransisco 20:45, 10 April 2007 (BST)
  3. Keep - I always wondered why this couldn't be done. @Dan Fran, nothing personal, I'm just tired of people trying to nerf PKing, which is already the most dangerous and difficult role to play in this game. --Gm0n3y 20:18, 10 April 2007 (BST)
  4. Keep - Makes sense. --ZombieSlay3rSig.pngT 21:24, 10 April 2007 (BST)
  5. Keep - because I don't want to seem like a retard. VV --Peterblue 21:56, 10 April 2007 (BST)
  6. Keep -- Sounds simple enough, don't see why it shouldn't be... --Lord Evans 04:23, 11 April 2007 (BST)
  7. Keep -- Death culting is fun. So is giving back to the community by feeding the baby zombies. --Mold 11:14, 11 April 2007 (BST)
    Keep - well, i have to sday yes, it does seem a little strange that people can't figure out how to open a closed door, though they can close one
    Unsigned vote struck. --Funt Solo Scotland flag.JPG 14:51, 11 April 2007 (BST)
  8. Keep - Makes sense, helps newbie zombies. --Toejam 14:25, 11 April 2007 (BST)
  9. Keep - Life cultists can close doors when they're zombies... death cultists should be able to open them when they're harmanized -- boxy T L ZS Nuts2U DA 15:00, 11 April 2007 (BST) As a matter of fact, zombies can close the door from inside, but to open it, they have to step outside and come back in... WTF is up with that? It's harder for them to do what they're "supposed" to be doing? -- boxy T L ZS Nuts2U DA 15:04, 11 April 2007 (BST)

Kill Votes

  1. KillThis suggestion is good as it rectifies a rare unbalance AGAINST Death Culters. How does this help balance death cultist? Do you even have any idea what the word balance means? Perhaps you have a private version op the game where the most powerful, unidentifiable player class is somehow in need of a boost and is a side in the conflict instead of merely a flavorful part of the survivors? Only that can explain why they would need a "rebalancing". Now as death cultist can do quite a lot of damage already, they can walk through barricades to their prey, can demolish barricades highly efficiently without people noticing and are completely invisible untill after their actions have taken place. And nine times out of ten are only controlable through metagaming, which most people don't do. They are not supposed to be central to the game but are an additional flavor to keep survivors on their toes, It's not keep or spam, but merely Kill. But seriously learn the definition of balance.--Vista 20:21, 10 April 2007 (BST)
  2. Kill - The Hierophant. 20:41, 10 April 2007.
  3. Kill - Won't make much difference. --Preasure 21:26, 10 April 2007 (BST)
  4. Kill - No, that's bad. survivors survive, death cultism isn't intentional development and shouldn't be supported by improvements--Duke Garland 21:31, 10 April 2007 (BST)
    • re: As said, it's also sometimes usefull for survivors, such as when operating revive clinics inside buildings. - BzAli 21:47, 10 April 2007 (BST)
  5. Kill - While it may be illogical that survivors are unable to open doors, that does not mean that they should be able to. As stated by several of the above individuals, death culting was and is not intended to be part of the offical game structure; it is a choice that certain survivors have made, and that choice has made them extremely unpopular with the majority of survivors AND is considered by many on both sides to be an unfair tactic. --Nucleon 21:50, 10 April 2007 (BST)
  6. Kill - Yes, i have a wonderfull idea, basicly remove the one thing that keeps us from zeds without memories of life. the game is already unbalanced, hey, if this goes through lets suggest it only takes 0.5 ap for zeds to move, then no ap to stand up, and be able to do death 1 hit blows, then lets suggest that we stop caring about the already left behind survivors!--Darkmagic 22:14, 10 April 2007 (BST)
  7. Kill - Brain rot is one of the last skills a zombie takes, so they should already have memories of life and can open doors themselves. Can't think of another reason that a survivor would want to open a door, apart from encouraging zombies to attack certain buildings. Really, we shouldn't encourage that sort of playing style. It's bad enough with the generators.--Bluish wolf 01:44, 11 April 2007 (BST)
  8. *BOOM* Headshot - Do not encourage death cultism. Tryce of Thunder 01:54, 11 April 2007 (BST)
  9. Kill - Not needed for revive clinics. There's one in my suburb, so I can tell you that closed doors don't stop rotters from coming inside. Only barricades do that. I have never seen a zombie with brain rot but not memories of life. --Uncle Bill 04:36, 11 April 2007 (BST)
  10. Kill - Hell no. I don't want idiots opening doors and all.... --Ducis DuxSlothTalk 07:28, 11 April 2007 (BST)

Spam/Dupe Votes

  1. spam - no thanks. I don't want to make it any easier for zombie spies than it already is. Let zombies open their own doors. --Funt Solo Scotland flag.JPG 21:02, 10 April 2007 (BST)
  2. Spam WTF? I can't even think of how to comment on how bad this suggestion is.--Pesatyel 04:41, 11 April 2007 (BST)
  3. Why the duece would a survivor want to open doors??!? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:37, 11 April 2007 (BST)
    • re: Because he's operating a zoo visiting center or a indoor revive clinic, or because he's a death cultist or just want some fresh air. - BzAli 20:52, 11 April 2007 (BST)

Area expansion

Removed as a (summary) Dupe of Fallback, with 4 Dupe, 5 Kill and 1 Author-Keep. --Funt Solo Scotland flag.JPG 10:23, 11 April 2007 (BST)