Suggestions/10th-Jul-2006

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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.
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Feeding Groan Change

Timestamp: 02:41, 10 July 2006 (BST)
Type: Skill Change.
Scope: New Zombies.
Description: Its tough being a newbie zombie. Forced to ZK and not understanding most Groans. My idea is to change Feeding groan messages for new zombies. The first five groan messages the zombie gets would be "You hear a Distant Groaning so and so away, This signifies a strong survivor presence, which is a source of good XP." The message could be something to that effect. All I'm saying is most Noobs don't know the difference between a Groan and a PKer.

Votes

  1. Keep - Author Vote, help the little guys. --Canuhearmenow 02:41, 10 July 2006 (BST)
  2. Keep - Actually, not a bad idea. I like it. –Bob Hammero TW!P! 02:58, 10 July 2006 (BST)
  3. Keep - I'd like it better if it was a message when they first see the gaming screen telling them to keep their eyes open for feeding groan etc. etc., but this is good enough IMO --McArrowni 02:59, 10 July 2006 (BST)
  4. Keep - Helpful and encouraging. I like it. --Paradox244 03:18, 10 July 2006 (BST)
  5. Keep - But another important thing for new players is immersing them in the flavour; 'You hear a groaning over there, other zombies have found food'? I'm not a writer, but it'd be nice if it was more in theme. Also, could it be a problem when they stop seeing this message and thinking it's something different? --Burgan 03:25, 10 July 2006 (BST)
  6. Keep Idea great, suggested text bad, Kevan will fix to liking. Rheingold 04:47, 10 July 2006 (BST)
  7. Keep - Good suggestion. --Matthew Fahrenheit Talk 04:58, 10 July 2006 (BST)
  8. Keep - Nice one. --A Bothan Spy Mod WTF U! 05:01, 10 July 2006 (BST)
  9. Keep - Good idea. --Ember MBR 06:58, 10 July 2006 (BST)
  10. Keep - The raw idea is something that would definitely help newbies. –Xoid 07:19, 10 July 2006 (BST)
  11. Keep - As Paradox. --Abi79 AB 08:25, 10 July 2006 (BST)
  12. Keep - Special, me likey!!! :P -- Krazy Monkey W! 08:26, 10 July 2006 (BST)
  13. Keep - Good idea. --Jimbo Bob ASSU! 09:13, 10 July 2006 (BST)
  14. Keep - I like it. --Nob666 10:24, 10 July 2006 (BST)
  15. Keep - It's a good idea for those that can't tell the difference between groans. :) --Wofiel 10:46, 10 July 2006 (BST)
  16. Keep - Good idea, although there could be any number of similar messages for newbies --Boxy 11:52, 10 July 2006 (BST)
  17. Keep - Help the newbies! --Swmono talk - W! - P! - SGP 12:34, 10 July 2006 (BST)
  18. Keep - I've a couple of zombies and spent a long time confused by what different groans meant, this would've made life easier --Cockbeard 14:24, 10 July 2006 (BST)
  19. Keep - Seems good to me Jonny12 W! 14:50, 10 July 2006 (BST)
  20. Kill - Only the first five groans? Odds are that they would all be clumped in one message, and would be way too easy to miss in say a day's worth of spam logging back in. – Nubis 14:51, 10 July 2006 (BST)
  21. Keep - Great idea --Grigori 18:03, 10 July 2006 (BST)
  22. Keep - This could be reworked later if neccessary --Rozozag 21:01, 10 July 2006 (BST)
  23. Keep - Though I'm hesitant to have such an OOC message in-game, I agree with the principle damn it! David Malfisto 22:37, 10 July 2006 (BST)
  24. Kill - I'm close to a keep on this, but I would rather see it on a splash screen that pops up with basic gameplay hints when you first log in (eg: "follow the groans, follow the hordes, death is not game over, etc.") and not actually in-game. --Mookiemookie 00:27, 11 July 2006 (BST)
  25. Keep - The game should coach you more. (perhaps levels 1-10) --Max Grivas JG,T,P! 06:39, 11 July 2006 (BST)
  26. Keep - Kind of on the fence here. I like unknowns, and weird things you don't understand. However, the groan should ring with an instinct in the zombie, so it makes sense that even a new zombie should understand the meaning. Plus, this piece of info took me quite a while to figure out when I was new to the game. So, a hesitant keep from me. --Rgon 06:48, 11 July 2006 (BST)
  27. Kill - It would be good for newbs the first time they see it, but it's mildly insulting to those who know what it does.(Including newbs who've seen it already) Also, mentioning mechanics in a narrative kinda breaks the disbelief. I prefer the idea of a pop-up or something the first time a groan is seen. Easier yet, just put it in the UD FAQ. --Raystanwick 18:08, 11 July 2006 (BST)

Headshot Modification

this suggestion was spaminated with 10 spam votes, 15 votes total --DJSMITHCDF 20:43, 10 July 2006 (BST)


Overbarricading Confirmation

Timestamp: 13:45, 10 July 2006 (BST)
Type: Interface improvement
Scope: Survivors with Construction
Description: Currently, when barricading a building up, once it hits VS+2 the description reads:
Using a $BARRICADINGOBJECT, you reinforce the barricade.
It's looking very strong, now - any further barricading will prevent survivors from climbing in.

Of course, this only goes to the person who actually barricades to VS+2. If multiple people are building up the barricades it's easy for one to hit the warning and the others to overbarricade, then the barricades have to be taken down, and then several people bring it down to VS again (etc).

Also, if you enter a building already at "Very Strongly" there is no way to tell if it's at VS+2 or not without barricading and then ripping down what you just did. The suggestion is to have a confirmation before barricading too far, similar to the one when you jump from a tall building.

Any further barricading will prevent survivors from climbing in.
Are you sure you want to continue barricading?

The game effect will probably be minor, and is really only to eliminate a minor annoyance. There are two minor downsides:

  • It removes some of the barricade level ambiguity (this may not be a downside depending on your POV, but I like the ambiguity).
  • It takes extra one page load/click extra to barricade a building up to max.

Votes

  1. Author Keep -- Mettaur 13:45, 10 July 2006 (BST)
  2. Kill - You see the thing with the game is that it's like a fortune cookie, you never know what could be in store for you until you open it up. - Jedaz 14:04, 10 July 2006 (BST)
  3. Kill - If you're all throwing things on the barricade, willy nilly, in a panic to stop the horde bashing on the door, then yeah, it's realistic that you will mistakenly overbarricade before noticing that someone else has already blocked the entrance sufficently. Let it be, it's part of the flavour --Boxy 14:23, 10 July 2006 (BST)
  4. Kill - Unnecessary. Unless I'm mistaken, you can safely get around this by not barricading when the level has the the word heavy in it. --Burgan 14:56, 10 July 2006 (BST)
  5. Kill - Crowbars aren't just for Griefers you know. – Nubis 14:59, 10 July 2006 (BST)
  6. Kill - I don't see this as being necessary. One warning is enough. It just becomes nagging after that. --Mookiemookie 15:04, 10 July 2006 (BST)
  7. Kill - While my zombie character would certainly not mind forcing extra clicks on active re-caders... it's just nagging. --Ember MBR 15:18, 10 July 2006 (BST)
  8. Kill - It's not really needed... Jonny12 W! 16:09, 10 July 2006 (BST)
  9. Kill - There are several layers beyond VS+2. I don't want to confirm them all. It is easy enough to just stop pressing the button. --Max Grivas JG,T,P! 16:25, 10 July 2006 (BST)
  10. Kill - The ambiguity is part of what makes barricades balanced. Don't try to change that. –Bob Hammero TW!P! 17:59, 10 July 2006 (BST)
  11. Kill - Ambiguity FTW! er, no, that sound gay... --Matthew Fahrenheit Talk 18:41, 10 July 2006 (BST)
  12. Kill - this could be reworked... Example: instead of "this building is very strongly barrcaded" it could say "this building is at the highest it can be barricaded that will still allow survivors to enter" --DJSMITHCDF 20:45, 10 July 2006 (BST)
  13. Kill - Just 'The building is Very Strongly Barricaded. Further barricading will prevent entry' in the description would do. Does exactly the same thing, I've been in that situation many times before, but no need for spam or extra IP hits. --Preasure 20:48, 10 July 2006 (BST)
  14. Kill - Here's an idea: don't kill the suspense! You're not supposed to know if the next plank you add onto someone else's work will help your fellow man or screw them over. Help newbie Zs - don't barricade over VS. Period. David Malfisto 22:40, 10 July 2006 (BST)
  15. Keep - Who here wouldn't be able to tell wether or not the barricade is blocking the entire door?--Labine50 MHG|MalTel 04:43, 11 July 2006 (BST)
  16. Kill - I've said it before, but as far as information granted to players in theis game, less is more, most of the time. Secondarily, this seems like it would add up to quite a lot of extra server hits, and having to click through an obnoxious confirmation page all the time. --Rgon 06:44, 11 July 2006 (BST)
  17. Keep - I've often wondered why this isn't already implemented. If a building is wanted at VS +2, then every survivor who sees the "obnoxious" notice will appreciate it; otherwise, at most one survivor will meet up with the confirmation screen before the barricades are built up past VS. I don't see any problem with it, and short or giving VS +2 its own name (really strongly?), I don't see a better way to do it. --Kenny Matthews 07:12, 22 July 2006 (BST)
  18. Kill - Don't nerf crowbars. –Xoid 15:51, 23 July 2006 (BST)

DNA Insertion

Moved to Talk:Suggestions. You are not allowed to modify your suggestion after voting has begun. –Bob Hammero ModB'cratTA 20:26, 10 July 2006 (BST)


Advanced Free-Running

Timestamp: 20:34, 10 July 2006 (BST)
Type: New Skill.
Scope: Spending less AP.
Description: Why doesn't practically the most important Survivor skill, Free-Running, get Skills to go with it? This would add a new skill, called Advanced Free-Running which is a 100XP skill under Free-Running. This skill would simply make it so that it costs 0 AP to enter and exit a building, this would also enable someone who has this skill to exit, not enter A Heavily barricaded building for 1 AP. Thanks and your feedback would be appreciated.

Votes

  1. Keep - Author Vote, if you want, I could remove some of the benefits of this skill if you think it is overpowered. --Canuhearmenow 20:34, 10 July 2006 (BST)
  2. Spam - No free actions. Ever. --Mookiemookie 20:41, 10 July 2006 (BST)
  3. Kill - Free Running is powerful enough already. --Nob666 20:42, 10 July 2006 (BST)
  4. Kill - I like the 'Heavily' bit, just not the 0AP bit! Jonny12 W! 20:43, 10 July 2006 (BST)
  5. Spam - are you kidding me? --Sig.PNGtalk 20:45, 10 July 2006 (BST)
  6. Spam - No he's not. He makes at least 3 retarded suggestions a day just like this. We have ourselves another Mattiator. Sonny Corleone WTF 20:50, 10 July 2006 (BST)
  7. Kill - No free actions. I wouldn't mind being able to exit a heavily barricaded building, with a warning and confirmation like jumping from a building, but I don't think that needs it's own skill. --Burgan 20:57, 10 July 2006 (BST)
  8. Spam - No free actions. Zero. None. Nada. Zilch. You get the picture. --Paradox244 21:51, 10 July 2006 (BST)
  9. Kill -- It's just a bad suggestion. A overpowered skill that isn't needed in the first place. -- Kamron 2:07 PM, 10 July 2006 (PST)
  10. Kill - Me no likey see above comments. --Swmono talk - W! - P! - SGP 22:33, 10 July 2006 (BST)
  11. Kill - Why does the most powerful survivor skill not have skills under it? Probably because it's powerful enough on it's own already... --McArrowni 22:36, 10 July 2006 (BST)
  12. Spam - Free actions are bad. Very, very bad. Let's not be having any more free action ideas m'kay? David Malfisto 22:42, 10 July 2006 (BST)
  13. Spam - No Free Actions. – Nubis 23:29, 10 July 2006 (BST)
  14. Spam - Parkour is ALREADY ultimate! Rheingold 00:27, 11 July 2006 (BST).
  15. Spam - The Free Runing survivors have now is as overpowered as it gets, sorry. --Matthew Fahrenheit Talk 00:52, 11 July 2006 (BST)
  16. Kill - It's over-powered? I wish people would tell me these things. I like the idea, but set the AP to 1 like it always has been.--Labine50 MHG|MalTel 04:45, 11 July 2006 (BST)
  17. Spam - People have already said it, it's in the Dos and Do Nots. Nothing is free. --Rgon 06:39, 11 July 2006 (BST)
  18. Spam - No Free Actions. --Max Grivas JG,T,P! 06:42, 11 July 2006 (BST)
  19. Spam - There's. No. Such. Thing. As. A. Free. Lunch!--The General-W! P! Mod12:40, 11 July 2006 (BST)
  20. Spam - well done my first ever spam vote in my 8 months on the wiki! seriously free running is already ruining the game due to being overpowered. maybe if free running from building to building cost 3ap you could get away with reducing it to 2ap but that will never happen.--Honestmistake 21:30, 11 July 2006 (BST)
  21. Spam - Read the Suggestions Dos and Do Nots. Right now. –Bob Hammero ModTP! 22:43, 13 July 2006 (BST)
  22. Spam - No free actions. Actions cost action points. --Kiltric 22:43, 14 July 2006 (BST)
  23. Spam - Everyone has said it already. Free actions are a no-no. –Xoid 15:47, 23 July 2006 (BST)