Suggestions/21st-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.
  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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Add note to when you cannot barricade

Timestamp: 01:36, 21 March 2007 (UTC)
Type: improvement for barricading
Scope: survivors
Description: This is a simple suggestion. Much like the "If you barricade any more, survivors will not be able to enter" message, this would say "It appears you cannot barricade any more." when you hit the barricade limit (EHB +2). It would be useful for people who don't know what the maximum barricade level is.

Keep Votes

  1. Keep Author Vote. Mattiator 01:36, 21 March 2007 (UTC)
  2. Keep - A useful bit of information. However, according to the Barricades page, EHB +5 is the limit (that might be incorrect, however - I've never bothered finding out, and wiki pages are easy for anyone to edit). --Saluton 03:50, 21 March 2007 (UTC)
  3. Keep It'd be nice to know when you hit maximum. --Jon Pyre 04:02, 21 March 2007 (UTC)
  4. Keep - Useful. --Toejam 09:28, 21 March 2007 (UTC)
  5. keep - I just don't understand the kill/spam votes. --Funt Solo Scotland flag.JPG 09:35, 21 March 2007 (UTC)
  6. keep - removes a minor anoyance.--Vista 11:04, 21 March 2007 (UTC)
  7. Aboves. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 11:48, 21 March 2007 (UTC)
  8. keep - Nice --Ducis DuxSlothTalk 13:22, 21 March 2007 (UTC)
  9. Keep - Sounds good. - BzAli 14:26, 21 March 2007 (UTC)
  10. Keep - Simple and useful. - Sipex 10:36, 21 March 2007 (EST)
  11. keep - A good addition. - The Hierophant 14:52, 21 March 2007.
  12. Keep - Sure. Do you lose an AP when you hit the limit? --ZombieSlay3rSig.png 16:00, 21 March 2007 (UTC)
  13. Keep - Entirely reasonable! --Lord Evans 18:26, 21 March 2007 (UTC)
  14. Keep - Stops people from wasting AP. --Reaper with no name TJ! 19:48, 21 March 2007 (UTC)
  15. I understand the against voters thoughts, but it REALLY is more of a pain in the ass then it is the "atmosphere of the unknown."--Pesatyel 01:26, 22 March 2007 (UTC)
  16. Keep - Yes, very well thought out, I mean you know when a barricade is to barricaded, is like a 15 foot thick barricade enougth? I'll go see...anyway yes very good. - YU 337

Kill Votes

  1. Kill- There's what, 15 levels of barricade before you even get to EHB? I think that being CERTAIN there is 15 levels is good enough; its a nice touch that those last 2 levels, may or may not be there, and you never really know unless you built them yourself. --S.WiersctdpNTmapx:oo 02:03, 21 March 2007 (UTC)
  2. Kill- If you are worried about wasting your AP, than just stop at extremely heavily barricaded. I mean, do we even know what the max barricade level is? This is essentially asking Kevan to tell us.--Bluish wolf 03:35, 22 March 2007 (UTC)
  3. Kill - A similar suggestion was discussed on the Talk:Suggestions fairly recently and criticised. Why? Because people argued that there should be an element of uncertainty on whether a cade can be further strengthened or not. Think of it this way. The uncertainty in being able to cade higher or not is a balance to the AP a zombie wastes when bringing down a cade without knowing whether there are brains inside or not. --SporeSore 12:30, 22 March 2007 (UTC).--SporeSore 13:48, 22 March 2007 (UTC)
  4. Kill - I feel it was done this way intentionally. --Ev933n / Talk PPGC 12:35, 22 March 2007 (UTC)
  5. Kill - As above. SporeSore, it is most definately not a dupe. -- Dance Emot.gifTheDavibob T 16:05, 22 March 2007 (UTC)
  6. Kill - Still not sure why this isn't a dupe, but I don't like it anyways. I like how you don't know EXACTLY what level the 'cades are at, little bit of mystery is good. --Gm0n3y 17:50, 22 March 2007 (UTC)

Spam/Dupe Votes

  1. As Swiers, but more Spammy. It would reveal if you hit the limit, and, well, you aren't supposed to know that, especially in the seige.--ShadowScope 06:11, 21 March 2007 (UTC)
  2. Dupe - Suggestions/RejectedJuly2006#Barricade_Status_Indicator. Funt, I am so disappointed in you. The old Suggestions:Talk item which pointed to this dupe is here: Talk:Suggestions/archive20#Advanced_Construction. Where were all of you clowns then?--SporeSore 13:48, 22 March 2007 (UTC)
    Note - non author re struck. i learned this skill from funt. --SporeSore 14:43, 22 March 2007 (UTC)
    Note I wanted to avoid this. Vote struck on basis of misuse of the Dupe vote. defend on talk page.--Vista 15:04, 22 March 2007 (UTC)I Moved your comment to talk page. Read the rules. Defend on talk page.--Vista 16:22, 22 March 2007 (UTC)

Moltov Grenade

Incorrect formatting. Removed under Rule #5. --Funt Solo Scotland flag.JPG 09:29, 21 March 2007 (UTC)


Scavenging

Timestamp: The Hierophant 15:31, 21 March 2007 (UTC)
Type: Skill.
Scope: Survivors.
Description: This is a basic search boost for high level survivors. Now, before you jump in with the ‘Kill’ and ‘Spam’ votes just hear me out. The numbers here are also not set in stone, so if at the end you like the idea but consider the numbers questionable, please vote either ‘Keep’ or ‘Change’ and add your own preferred numbers to your opinion.

What I propose is what I would call an elite skill, comparable to Zombie Hunter and designed to reflect long-term presence and experience in Malton, added to each of the three Skills Tree categories of Military, Civilian and Scientist and giving the survivor a 5-10% boost in searching success for items which fall chiefly under the remit of that category, so for instance ammo and flak jacket searches would be boosted by the Military Scavenging skill, first-aid kits and NecroTech syringes and equipment by the Scientific Scavenging skill and finally generators, transmitters, fuel cans, sporting equipment, fire axes and knives (etc) by the Civilian Scavenging skill. (Scavenging should not apply to malls, because this coupled with Bargain Hunting would be absolutely ridiculous).

Each skill would be based around a 150 Experience Point cost, with all the three skills costing 150 points each for a Civilian class survivor, Military paying 100 for the Military Scavenging and 200 for the Scientist Scavenging and Scientist class survivors paying that in reverse. This would make the cost noticable rather than negligible, but here’s where the elite class comes in to make it still tougher to get: These classes would only become available at Level 25 and above. The idea behind this is that the survivor has been in Malton for so long that they have now become expert in finding equipment and so have a higher success rate. This combination of factors will ensure that it is not something to be exploited by every pistol ninja who has just blundered into the game for a couple of weeks, but will rather reward long-standing and smart players with some extra success.

Core to the potential success of this lies in that it is not a massive boost in general, but rather a bonus for long-standing and skillful players. It will also be subject to the effects of the new Encumbrance factor, so there will be no-one running around with fifty generators and powering whole suburbs, nor indeed will there be anyone so loaded with ammo that they make Rambo look like Ghandi.

Also important is the fact that, whilst it will save experienced survivors a few Action Points, it will not be enough to suddenly see zombies being massacred wholesale in the streets: It does not boost the success rate of using equipment, does not allow for mass attacks and does not compensate for bad tactics (reckless players will still get caught out and revives will still be prohibitively expensive). The few extra AP which it will save elite survivors will really only make a minor dent in overall zombie dominance, but will make the game a little more challenging for the zeds and a little more rewarding for the survivors. As such I think that, for a skill assigned solely to one side, it is quite well balanced. What do you think?

Keep Votes
For Votes here

  1. Author Vote: Keep - Oddly I like it. I can smell your surprise... The Hierophant 21 March 2007, 15:40.

Kill Votes
Against Votes here

  1. Kill - Search rates are easily the most important balancing mechanic in the game. Besides I've always been a big fan of the egalitarian power distribution of UD --Vista 16:09, 21 March 2007 (UTC)
  2. Kill - I think, while scrounging up a flak jacket before buying Brain Rot can be a pain in the ass, the current search rates don't need to be improved. Also making the game "a little more challenging for the zeds" is a red herring - we have the numbers advantage because the revive queues are backed up with mrh-cows, and they're backed up with mrh-cows because (in general) survivor groups aren't putting the time and thought into coordinating that zombie groups are. --Mold 16:15, 21 March 2007 (UTC)
  3. Kill- Don't get me wrong, I like the thought of adding something to strive for after you get all the basics, but first this should cost a lot more so you don't get each with just a few zombie kills for each skill, secondly Zombie equivalents of some sort should be added, the skill doesn't need to be the same but giving something that Zombies would WANT and could pay an arm and a leg for would be nice too. --Sipex 12:19, 21 March 2007 (EST)
  4. change First make the bonus only 5% and limit it to a single item in each class. Second make each skill cost 500XP. Third add a zombie Skill that gives a +5% to attack barricades! I can think of better ways to do this (in my opinion) but that is a simple fix that would get a keep from me.--Honestmistake 17:06, 21 March 2007 (UTC)
  5. Kill - Search rates are already too high as it is. I would vote keep for a suggestion that makes all search rates reduced by 15-20% (of their current rate, rounded up) to show that since survivors have been here so long, supplies are getting harder to find. --Gm0n3y 17:54, 21 March 2007 (UTC)
  6. Change - Sorry, but I still think that 10% would be too high. If you just came out and said +5%, I would vote keep. --Reaper with no name TJ! 19:47, 21 March 2007 (UTC)
  7. Kill for a skill assigned solely to one side, it is quite well balanced, you say... +5-10% search rate, I counter, and consider the argument closed. - BzAli 22:11, 21 March 2007 (UTC)
  8. Kill - I find the search odds are fine as they are. If this could be changed to make the game less mall-centric then I'd vote keep, however. --c138 RR - PKer 10:29, 22 March 2007 (UTC)
  9. Kill - As above regarding Malls. Also, I'd prefer to see each skill available only to someone who started in that class, to reflect their "specialization" in that particular area. Also, the level number should be lower--I don't think survivors even have 25 skills they can buy. --Specialist290 04:15, 26 March 2007 (BST)

Spam/Dupe Votes

  1. Dupe, for all intents and purposes, of Employee Benefits, from yesterday. Surely, you could see how the voting would go on this? --Funt Solo Scotland flag.JPG 18:34, 21 March 2007 (UTC)
  2. Dupe - Pretty much a duplicate of a suggestion made yesterday. --ZombieSlay3rSig.png 18:19, 22 March 2007 (UTC)

Rifle

Timestamp: Fireman22 15:31, 21 March 2007 (UTC)
Type: Weapon.
Scope: Survivors.
Description: Rifle (Ammo- 6 Rounds per clip) hit damage 7 hit upgrade 30% requires (Basic rifle training) hit upgrade 55% requires (Advanced Rifle Training) comes under the military tree. 8% encumberance two slots. Location of rifle:Forts, Factorys, Armory, Gun Stores. location of ammo: Forts, Factories, Armory, Gun Stores. Basic rifle training(75xp military all other classes 150xp) Advanced rifle training(75xp military all other classes 150xp)

Keep Votes

Kill Votes

  1. Kill - What's with this obsession with rifles everyone seems to have? You'll need to think up some really unique, original and useful idea that would make rifles worthwhile if you want us to even consider it. As it is this is just a pistol and a shotgun spliced together, when both of those weapons work fine as they are. --c138 RR - PKer 10:35, 22 March 2007 (UTC)
  2. As Funt. though it bears noting that I fully believe that a rifle should be implemented in this game. rifles are elite zombie-killing weaponry. --Ev933n / Talk PPGC 12:37, 22 March 2007 (UTC)
  3. Kill - A rifle that is less accurate than a pistol? I don't think so. Even the worst rifles are more accurate than the best pistols. And you can't increase the accuracy without either unbalancing it or decreasing the damage. And you can't decrease the damage because rifle rounds are inherently more powerful than pistol rounds. This is why these rifle suggestions have never worked; there's just no way they could believably exist in the game without being completely unbalanced. --Reaper with no name TJ! 17:00, 22 March 2007 (UTC)

Spam/Dupe Votes

  1. Spam - Not because it's truly eyegauching horiffic. but because we've had hundreds upon hundreds upon hundreds different version of this suggestion and I'm too tired to go off and find the links, if somebody does, count my vote as a dupe instead.--Vista 22:26, 21 March 2007 (UTC)
  2. Spam - I'm the same as Vista. If you've been around for the past few months, there has been about 8 different rifle suggestions. Heck, the decent one got into peer reviewed, which you should have checked before submitting this dupe. --Ducis DuxSlothTalk 22:43, 21 March 2007 (UTC)
  3. spam - check out the weapons already in PR, and reflect on the fact that many more than this have ended up in Peer Rejected, and the fact that the two weapons already in the game provide enough variation, without flooding the search spots with too many ammo types, so that it's almost impossible to get what you want. --Funt Solo Scotland flag.JPG 23:10, 21 March 2007 (UTC)
  4. everyone and their brother has made a rifle suggestion.--Gage 14:21, 22 March 2007 (UTC)
  5. Spam/Dupe - Frequently suggested and frequently spaminated. --ZombieSlay3rSig.png 18:21, 22 March 2007 (UTC)
  6. Spam - Seen one rifle suggestion, you've seen them all. - BzAli 23:24, 22 March 2007 (UTC)
  7. Die, and go back to your grave! -7 Damage, not really needed and... hard to understand. --AlexanderRM 02:24, 24 March 2007 (UTC)