Suggestions/20th-Mar-2007

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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Territorial Claims

Timestamp: Zeek 02:56, 20 March 2007 (UTC)
Type: New skill, new game mechanic
Scope: Survivors (though i'm trying to think up a zombie equivalent)
Description: ”As the reality of long term quarantine looms before them, survivors are beginning to carve out and claim little patches of Malton for themselves”

A subskill of tagging, Territorial Claim (working skillname only) represents the survivor's advancing skill with a spray can. Once bought, new buttons appear on the user interface when indoors (indoors only, the streets belong to the dead); “claim for self”, “claim for group” (provided the survivor is part of one), and “erase claim”.

Clicking on “claim for group” or “claim for self” shows a visible message of your actions to all present and adds to the room description a line of text indicating who has claimed it along with a link to the group's page or survivor's profile respectively. This costs 8ap and one full can of paint and will last for one week or until the building gets ransacked. Each time the server resets, the flavor text on the claim changes to indicate it's age (1day=still wet, 7days=badly faded), until it is gone entirely. At any time before this happens, the claim can be brought back to new condition by the the individual or group who holds it for an ap cost proportional to it's age (1day=1ap, 7days=7ap) provided they have the necessary skill and a spray can.

Marking over one claim with another has an ap cost inversely proportional to the age of the current claim, plus the cost of the new one (1day=15ap, 7days=9ap) and one full can of paint. The “erase claim” button erases the old claim without adding a new one at an inversely proportional cost plus 1ap (1day=8ap, 7days=2ap). Both operations can only occur provided nobody who holds the current one is alive and present (dead bodies and zombies do not count).

The stats page now keeps track of two additional lists; one of survivors and one of individual players, both ranked according to how much territory they have. For the sake of simplicity, each square of a large building counts separately.

Q: Why does this cost so much ap?

  • A: To keep players from casually strafing through a suburb claiming everything as they go. It also reflects the time and effort required to put down a visible, recognizable tag unique to a specific person or group, or to cover one up.

Q: Doesn't this promote player killing among survivors?

  • A: Yes, vary much so, but only among those who want to play the real estate game. Anyone who isn't interested in territory should be safe.

Q: What ingame benefits does property ownership infer?

  • A: Absolutely none.

Q: Isn't this abit overcomplicated?

  • A: Perhaps, but the variable ap cost gives incentive to actively maintain claims, while the seven day time limit keeps them somewhat current.

Q: What do you hope to accomplish this suggestion?

  • A: I hope to give survivors something new and interesting to do. And to give them a reason to get out of the malls and into the rest of the map, as well as to defend non-resource buildings from ransacking.

Q: What would you expect to come of this suggestion?

  • A: Gang wars and territorial conflict.

Note: because I just realized that this wasn't made clear, the difference between a claim and a claim should be indicated in the surrounding flavor text

Note2: Again I realized that this wasn't made clear, a claim is separate from a tag. Both can coexist in one location.

Keep Votes
For Votes here
Kill Votes

  1. Kill Firstly I am against encouraging PKing, not because it is out of genre but because the game mechanics aren't designed to defend against other survivors. Secondly, what prevents someone from spraypainting "OWNED BY PHIL". This seems like a way of rapidly burning AP for no partiularly reason. --Jon Pyre 03:06, 20 March 2007 (UTC)
  2. Kill - Uh, yeah... like Jon said, you can already use spraypaint to claim a building for yourself without making it grossly AP inefficient. There are plenty of tagging wars already ingame. The only thing I'd change about the current mechanics would be a zombie equivallent to tagging that involved smearing blood on a wall or something... maybe. (The stat thing is pretty cool though. I like stats.) --Uncle Bill 03:55, 20 March 2007 (UTC)
    • Re - You've both got a point, but at present there is no way of "guarding" your claim to a building. Also, there is no accurate/objective way of keeping count of who has how much.--Zeek 04:03, 20 March 2007 (UTC)
  3. Kill - Useless. --Matthew Fahrenheit YRCT+1 05:10, 20 March 2007 (UTC)
  4. Above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:43, 20 March 2007 (UTC)
  5. Kill - What happens when someone claims a mall? The game should not encourage war between survivor groups. --Saluton 14:00, 20 March 2007 (UTC)
  6. Incomplete-There's the concerns of the above voters to worry about as well, but you haven't specified how long it takes for a claim to "fade away entirely". --Reaper with no name TJ! 16:06, 20 March 2007 (UTC)
  7. Kill Territory is claimed by tags allready. - BzAli 16:27, 20 March 2007 (UTC)
  8. Kill - AP usage is too complicated. I would just make it cost 8AP to write and I also think that 1 week limit is probably too short. Being able to see stats on which group or person holds the most territory and where would be pretty cool. And I think the game SHOULD encourage turf wars between survivor groups, anything to keep the game interesting. As for it encouraging PKing, that just adds another price to the cost of holding territory. Great idea all around, just needs work on the mechanics. If this were submitted in a simplified version, I might vote keep. Try throwing it up on the talk page. --Gm0n3y 17:44, 20 March 2007 (UTC)
  9. Kill -Overly complicated and AP intensive way to produce what is basically a more durable version of a tag.--Vista 17:48, 20 March 2007 (UTC)
  10. Kill - Too complicated and not very useful. --ZombieSlay3rSig.png 22:51, 20 March 2007 (UTC)
  11. KILL-No, just No.YU 337

Spam/Dupe Votes

  1. spam - already in-game, except without the pointless complexity. --Funt Solo Scotland flag.JPG 09:30, 21 March 2007 (UTC)

Employee Benefits

Timestamp: Jonathon Quimby 03:19, 20 March 2007 (UTC)
Type: New Skills
Scope: survivors
Description: First time here, tried to search to see if this is duped, but didn't notice. Feedback and suggestions cheerfully accepted, but don't be cruel...

I suggest getting more use for building types by creating special skills that would give players a bonus (5%/15%) to search non-powered and powered buildings that correspond to their "employment." For example, as a sub-skill under Construction, there would be a skill named "Construction Worker Employee Benefit" that would give the character +15% when searching powered junkyards, factories, and auto shops. Non-powered buildings would give a benefit of +5%. Under "NecroTech Employment" would be the subskill "NecroTech Employee Benefit" which would provide +15% for searching in powered NecroTech facilities, 5% for non-powered. A Surgery subskill would be "Hospital Employee Benefit", Basic Firearms would have the subskill "Military Employee Benefit" (Police stations, armories), and if desired, Axe Proficiency would include "Fireman Employee Benefit" (fire stations). Other employees could be created if wanted, but those are the ones that would probably have the most game effect.

This benefit would not work in malls; in fact, this could also have the effect of drawing the game away from the malls to some degree, although the bonuses for malls remain higher of course.

Does it make sense to be an "employee" of all those different places in the course of the game? I believe the precedent is already there with NecroTech Employment, which every single long-term survivor eventually gets. If you prefer to think of it another way, think of it as getting more familiar with the surroundings (since these skills can only be acquired after long-term play). That also explains why buildings have to be powered, since although you might not be familiar with the specific locale, you might be familiar with the general building type.

Also gets some more skills into the game, which would be nice.

Keep Votes
For Votes here
Kill Votes

  1. Kill - I don't see the current search rates as a problem needing to be tweaked, at least not in that way. --Matthew Fahrenheit YRCT+1 05:07, 20 March 2007 (UTC)
  2. Kill - Too powerful, I don't think really needed. -- Dance Emot.gifTheDavibob T 07:25, 20 March 2007 (UTC)
  3. Above. By the way...if you want feedbacks and suggestions, may I suggest putting this on the talk page first? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:45, 20 March 2007 (UTC)
  4. Kill - As above. --Saluton 13:56, 20 March 2007 (UTC)
  5. Change - I like the idea very much (especially since they would discourage mall-centric gameplay), but if there are going to be that many employment skills, then the benefits shouldn't be that high. Change the numbers a bit and I'll vote keep. --Reaper with no name TJ! 16:09, 20 March 2007 (UTC)
  6. Kill Hmmm, sounds like a 5-15% boost in search rates to me. - BzAli 16:28, 20 March 2007 (UTC)
  7. Kill - Love the flavor, hate the gamebusting numbers. I'd either limit it to non-resource buildings or find other benefits. Be warned though this is a flavor that is near impossible to get working benefits for.--Vista 17:51, 20 March 2007 (UTC)
  8. Kill - The increase in search rates appear to be a little too much. --ZombieSlay3rSig.png 22:53, 20 March 2007 (UTC)
  9. I...kinda like it. But rather than just a straight search bonus, what about each CLASS is "linked" to a certain group of buildings and within those buildings members of the class would have a chance of finding non-standard (for the building) items or something--Pesatyel 01:40, 21 March 2007 (UTC)
  10. kill - overpowered. --Funt Solo Scotland flag.JPG 09:31, 21 March 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Veteran bonuses

Timestamp: Pbhead 04:30, 20 March 2007 (UTC)
Type: Small skill
Scope: old veteran players
Description: This suggestion is a simple one, and for all the players that are lv 41 and dont know what to do with all their extra exp. (for the record, i dont have a lv 41 person, but i have seen many others talk about how they have XXX exp and nothing to spend it on) Also, it would keep people in the game, as they will always have something to stive for (many a games I have played i got bored with once i "beat" it, even on unbeatable games, like "the sims") It would only be a very slight gain, by both humans and zombies, and works like this:

there would be 4 "skills" 2 zombie, and 2 human (trying to keep it balanced... maybe you think of a better or other ideas... please share.) each cost 400exp for the first "lv" 900 for the second, 1600 for the third, and 2500 for the fith, and so forth. (for all you math junkies... thats exp for lv(n) = ("lv(n)"+1)^2*100 ) this way high lvs take long times to achive. (14400 exp for lv 12 of ONE skill, not including the cost for lv 11, and 10, and 9...)

the skills are...

search increase

You have searched so many buildings, and places, you start to be able to optimize your searching.

(every lv gives a 1% chance increase to chance to find something... so instead of 20% chance to find something in building x, at lv 5, you have a 25% chance to find something in building x. )

accuracy increase (for harmanz)

after killing so many zombies... you start to get better at it.

every lv gives 2% chance increase to hit blunt objects, 1% chance increase to sharp objects, and .5% chance to hit with guns. (so... at lv 5, that knife hits with 55% chance, while your shot gun, 67.5, and your trusty baseball bat... 35%?) I forgot what the base is for blunt weapons)

NOTE, the 1% and 2% chance might need to be decreased to .5% and 1% respectivly after lv 10(if you get to lv 10 your INSANE) so knives and axes dont become too powerfull)


barricade hitting increase 

Your half-dead brain notices patterns in the way surviors barricade their buildings, allowing you to tear them down a bit more effectivly.

every lv gives the zombie a 1% chance of tearing down a barricades(and generators and such) till lv 5, and .5 after that (so at lv 5, the chance to tear down a barricade (assuming a 25% base... no one really knows...) is 30%, and at lv 10 (if you freaking get that far) 32.5% chance per hit)


attack accuracy increase

you start to notice that humans attempt to dodge your attacks in a certain fasion, that you can start to take into account...

every lv gives a zombie 1% increase chance of hit for claw attacks, and .75% increase for bite attacks untill lv 10 (or so), where the increase is .5% and .25% respectivly. so at lv 10, your bite attack attacks at 47.5 (assuming you grabbed the guy) and 70% chance for claw, (assuming you grabbed the guy)


Now, ALL of these numbers can be changed, and frankly, they prolly should be, so dont vote "kill" because the numbers the way i posted them would be unbalancing, although i did try to make sure the numbers would not be so. Thanks

Keep Votes
For Votes here

  1. autors vote --Pbhead Pbhead 04:30, 20 March 2007 (UTC)
    incase you did not read the whole thing, the idea is to give old players a slight advantage and to give them a reason to continue playing... some goal to eventually reach

Kill Votes
Against Votes here

  1. Kill - Absolutely not. I have seen the smoking craterous wreck that uncapped capability growth can make of an MMO. The stronger a player gets, the more effectively they can accumulate even more power. Veterans, people with too much time on their hands, and botters dominate, everyone else becomes irrelevant and leaves in droves. I don't think any amount of adjustment can fix this, the concept itself is badly flawed. --Mold 07:15, 20 March 2007 (UTC) EDIT: Old players already have reasons to continue playing. Even those that just look at UD as a simple xp-treadmill can stick around to help feed newbies. Those that look at UD as a war game can stay on to support their side and maybe even reach for final victory (well, the zombie players anyway). Roleplay-interested players can get involved in things like the Quartly Lecture Series. There's a hell of a lot more to UD than xp and what you can spend it on. And even if there wasn't, that doesn't change the fact that uncapped advancement in a PvP MMO is wrong. --Mold 08:04, 20 March 2007 (UTC)
  2. Kill - The best thing about this game is that Newbs can compete with vets. -- Dance Emot.gifTheDavibob T 07:21, 20 March 2007 (UTC)
  3. Um...No - Don't feth over the newbies, otherwise three people and their cat will be the only players of UD.--Lachryma 07:42, 20 March 2007 (UTC)
  4. Bizarro Keep - This suggestion am fair and balanced for new players! It am not an imbalancing power boost! --Lord of the Pies 07:51, 20 March 2007 (UTC)
  5. Kill --Player expereince is (or can be) its own "veteran bonus"; an expereinced player can make even a level 1 character useful, because they know so much about the game and other players. They don't need a better character to become more powerful in game. --S.WiersctdpNTmapx:oo 11:15, 20 March 2007 (UTC)
  6. Overpowered. Think of the newer survivors and zombies! And a better idea may be located on the talk page under "XP Level Up". --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:47, 20 March 2007 (UTC)
  7. Kill - I see your point and it is valid. I don't think thats the solutions though, in few weeks from now, these veteran will have these skill already and you will have to find a new way to entertain them. This game is still beta state as I understand, we are the testers. Now the basic concept might have to be upgraded! A new popular trend in MMORPG is the use of what they call "Instance Dungeons" in which a predetermined large group of people would have subscribed to a raid quest. The characters will then temporarily exist in the world of that "Instance Dungeon" which will be a copy of an area of Malton. A small area of maybe 20x20 blocks where all building status were reset, padlock and fences reinstalled to be "wirecutted" etc. There could be other sessions for only new characters, make them live an outbreak from start, were everybody starts human but half of them are infected and will transform soon. Veteran Zombie and Survivors could have a war game session and the game is finished when the Zombie or the Humans won. Then you are back to regular Malton when session is finished. There could be few flavors of raid quest. "Malton, the beginning" type, "Mall Invasion" type, "Restore the Cell network" Type, anything that could be cool. That's what they do now with Worlds of Warcraft and other MMORPG. Urban Dead would then be extremely cool an would have an incredible re-play value. If now we keep all as it is now, this game will surely loses it's veteran players. I'm actually kind of making a counter-suggestion am I? And a big one... but this will become critically needed eventually, we better start thinking about it. Slamcool 13:14, 20 March 2007 (UTC)
  8. Kill - "Something to strive for"... like getting back to where they were before this suggestion? There's always going to be that point where you max out and have to find something else to do. All this would be is a bandage, and considering the kind of XP some of us have lying around, it'd need to be a mighty expensive one. User:Eatatjoes 13:37, 20 March 2007 (UTC)
  9. Kill - I have no problem with the idea, but without some kind of cap there will eventually be people who have 100% rates for attacking, searching, etc. And level 41 means having brain rot. Why should survivors have to get a skill whose purpose is to keep them from playing as a survivor in order to get a survivor skill? --Reaper with no name TJ! 16:13, 20 March 2007 (UTC)
  10. Kill - One of the better parts of this game is that old hands and new players are relatively equal in power to each other. Actually the best suggestion for burning Xp ever is on the talk page and goes as follows: for every 100Xp you pay you gain an extra level, there are no benefits to those levels except bragging rights. Genius in its simplicity. and works like a charm. I'd pump my spare thousands of Xp in it immediatly.--Vista 17:08, 20 March 2007 (UTC)
  11. Kill - A shot to the nuts/ovaries of newbies. --ZombieSlay3rSig.png 22:55, 20 March 2007 (UTC)
  12. Kill - I don't like the skills you listed. Makes a character too strong. However, I think your idea of doubling might have something to it. I think characters could double (starting with 1000 xp) and gain one (1) hp. Don't know too many characters that could get more than 5 at most. - Bango Skank T W! M! 05:30, 21 March 2007 (UTC)

Spam/Dupe Votes

  1. Spam - Any suggestion which can lead to 100% search chances, 100% accuracy, and a 100% chance to damage barricades is spam. Yes, it would be expensive to get to that point, but costly =! balanced. There is no mention of any limitation system for the skills, other than cost (and, as said before, costly =! balanced - while high costs make it hard to get to the point, once someone does, they have a huge advantage over everyone). --Saluton 13:55, 20 March 2007 (UTC)
  2. Spam - not this old chestnut again? "I've thought of a way of balancing making the game totally unbalanced!" Great. --Funt Solo Scotland flag.JPG 16:35, 20 March 2007 (UTC)
  3. Uhhh... -All good mele weapons get +1 accuracy increse per level while firearms get +5? Uhh... you do realise that firearms are already grossly overpowered compared to the axe? Something like 1.71 damage/AP VS 1.2 damage/AP. Plus, this won't stop the problem of maxing out, just stall it. I did the calculations, humans for instance: 12 levels of accurcacy increase (if you take my advice) and while search bonuses could go on to 99 levels, mall 100% to find an item will have long since made that obsolete. eventually people WILL get 100% accuracy and 100% chance to find an item if you can find an item there, and maybe they'll even take 100% accuracy against 'cades and with zombie weapons. --AlexanderRM 02:15, 24 March 2007 (UTC)