Talk:Suggestions/17th-Oct-2006

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Lighter

Timestamp: 17 October 12:40
Type: Item
Scope: Searches
Description: A lighter is a new item that works a little like a a portable generator. It increases search % of all items in UNPOWERED buildings by 3%.

The lighter can be found in clubs,10% 11%, arms, 12% 15%, and regular buildings(The residental buildings)3% 5%. The lighter will not last forever although, you can find fuel for it called Lighter Fuel in clubs 15% 18%, arms 15% 18%, and regular buildings 3% 5%.

The lighter is always found with full fuel(20 uses) When it has reached 10 uses(10 searches)it shows as a half full lighter. And at 0 uses it shows as empty lighter. It takes up 1 inventory slot and fuel takes up 1 inventory slot. Fuel can be stacked into 3 per each inventory slot.

To refuel a lighter you simply need to click on lighter fuel and it will refuel the emptiest lighter in your inventory. To search with or without a lighter a new button would come up that said search with lighter and a button that said search without lighter. If you didn't have a lighter then it would simply come up as the regular button. Heres an example of how all these mechanics would work-

Bob seraches eight times in an unpowered club and finds a lighter. He then uses it to search for 3 lighter fuel which took him 7 searches to find. He then uses free run to head over to the unpowered mall. He then uses the lighter to search three times to find a generator and fuel for it. The lighter now displays as half full lighter. Bob then clicks on the lighter fuel and then the lighter is filled up to maximum regular lighter. The lighter fuel now displays as 2 and only takes up one inventory slot because it's stacked. Bob then sets up the generator and fuels it, he can no longer use the lighter in the mall until it runs out of power or someone destroys it.

Heres the raw chart of all the mechanics

NEW ITEMS

Lighter- Always found at full(20 uses)Allows for use of lighter searches in unpowered buildings. Takes up 1 inventory slot.

Lighter fuel- Stackable up to 3 item that is consumable and is used for 1 ap to refuel lighter. Takes up 1 inventory slot.


SEARCHING FOR NEW ITEMS

Lighter- Find in clubs,10% 11%, arms, 12% 15%, and regular buildings(The residental buildings)3% 5%.

Lighter Fuel- Find in clubs 15% 18%, arms 15% 18%, and regular buildings 3% 5%.


CLARIFACATIONS

None at this time.


I know this is a bit confusing to understand but I will answer questions as needed

Discussion

  1. Spam-If you have a genny, you take a risk. Here, you have no risk. This suggestion will get spammed.--ShadowScope 01:52, 18 October 2006 (BST)

As ShadowScope said, that will be the primary reasoning for the spam votes this will get. However, what exactly does this "lighter" even DO? I'm guessing it helps searchs in unpowered buildings, but you didn't even include what kind of bonus you would get for using it. This HAS been suggested before (here, here, here, here, here, and here. All of those were flashlights/torches, which sound a lot better than using a lighter, yet all got Peer Rejected. Why? ShadowScope's comment.--Pesatyel 06:40, 18 October 2006 (BST)

What they said. --Funt Solo 13:45, 18 October 2006 (BST)

Resist Zombification

Timestamp: Reaper with no name 17:25, 17 October 2006 (BST)
Type: Skill
Scope: Zombie Hunters
Description: Repeated exposure to the advanced stages of the zombie plague has caused you to develop some resistance to it's effects.

This skill is only available at level 10 or above for survivors. When a character with this skill dies, they are no longer given the "Stand up" choice; they are given two new options:
Stand up as zombie (*however many AP it would take*)
Resist Zombification (5 AP, Takes 1 Day)

The first choice is the same as standing up normally, but the second works very differently. The character is essentially frozen from the game for 24 hours. At the end of those 24 hours, the character will automatically stand up as a human the next time the player logs in. However, there is a 50% chance that the ability will fail and the 5 AP will be wasted. The option to resist zombification will then disappear until the zombie hunter dies again, forcing them to have to get up as a zombie anyway. Also, Resisting Zombification can only be attempted if the zombie hunter has at least 5 AP (no going into the negatives on this).

In a way, this can be seen as a form of self-revivification, albeit a very inefficient one (as someone submitting a revivification request or standing at a cemetery is likely to get revivified a lot faster than someone using this ability). Still, it can be useful for someone who is not in an area where there is a revive point nearby. And the fact that using this ability is entirely optional prevents people from wasting all that playing time unless they want to.

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  1. Author - So, what do you all think? If it's too complicated or people like the idea but not the workings, I have a few ideas of how to change that. --Reaper with no name 17:25, 17 October 2006 (BST)

Kill Votes
Against Votes here

  1. I'd definitely vote kill on this one, I'm afraid. I just don't like the idea of self-revivication. --Karloth vois RR 01:26, 18 October 2006 (BST)
  2. It would be kinda neat-o if the game had a survivor version of brain rot, but this isn't that way to go about it in my humble opinion.--Labine50 MHG|MalTel 00:28, 21 October 2006 (BST)
    There appears to be some confusion here, I'm pretty sure he isn't trying to make survivors imortal, but when they stood up (No AP change that I can see...) they're survivors again rather than being a zombie. I think that's the message anyway...--Labine50 MHG|MalTel 00:30, 21 October 2006 (BST)

Spam/Dupe Votes
Dupe of Game Rot...a Humorous Suggestion. Do not suggest it, it's just stupid and would break the game.--ShadowScope 01:58, 18 October 2006 (BST)

  • Re - All right, I don't mind you thinking its a stupid idea. What I do mind is you comparing it to Game Rot. The two have absolutely nothing in common. If we were to consider game rot in a serious fashion, it would make survivors immortal. This does not give you that. It just means that you might be able to stop yourself from becoming a zombie. You're still dead, and in this case you still lose a day of playing. Get your facts straight before you call it a dupe. But if you just think that self-revivification is a really bad/stupid idea, then I don't mind. --Reaper with no name 03:17, 18 October 2006 (BST)
  • Re-Once 5 AP is spent, after 24 hours, those 5 AP is recovered. After 2 days of resisting the infection, you will be able to stand up. It is indeed a delayed Game Rot, and the Surivior becomes immortal. Also, the only way to be a zombie is to DIE. You are resisting Death...and therefore, you do become immortal.--ShadowScope 04:02, 18 October 2006 (BST)
    • Re All right, let's compare them.

Game Rot: No matter what happens, no one can force you to become a zombie. Furthermore, since you can't actually die, you don't have to waste any AP getting up. You lose no playing time whatsoever. This suggestion: You get killed. If one decides to try this (which they can't unless they had 5 AP or more), there is a 50% chance that they will be able to revivify themself, but it effectively prevents them for playing for an entire day. If it fails, the option disappears and they have to play as a zombie (I'm thinking you didn't read that part, because your statement indicates that a person would just be able to try this over and over again until they succeed, which they cannot), only getting the option when they are revivified and die again. The whole point of this is that they waste the equivalent of an entire day's AP revivifiying themself, because there's nothing they can do in that 24 hours. Now, how is that anything like Game Rot? It isn't. Game Rot is immortality. This is unreliable and very expensive self-revivification. Stop calling them the same thing. --Reaper with no name 20:23, 18 October 2006 (BST)

I KNOW I've seen this somewhere. It might have been a discussion at Desensitized (and I KNOW it went negatively toward the idea)...I'll have to look for it. Needless to say, wouldn't it be easier to just...not have zombies?--Pesatyel 06:43, 18 October 2006 (BST)

You die, you become a zombie. It's a core tenet of the gameplay. I'd vote spam. --Funt Solo 13:39, 18 October 2006 (BST)

Don't mess with major game mechanics like these.--Mr yawn Scotland flag.JPG 20:13, 21 October 2006 (BST)


New ways to utilize skillpoints

Timestamp: Tuoppi 11:50, 17 October 2006 (BST)
Type: Improvement
Scope: Excess skillpoints
Description: Currently advanced players have thousands of experience points in reserve, and no use for them. These points could be used to improve the performance of the character also in other manner than obtaining new skills; for example, use one hit point per attack to raise hit percentage with 10%, use one more (per attack) to increase damage. This idea should work rather well with non-combat operations, like searching, barricading, etc.

Most likely it also would rather soon bring back the excitement of new skills when one is implemented, as advanced players would have had spent the excess points in combat. EDIT: more precise description Add cost to attack skills (check all that apply before the attack):

  • 1XP for 5% gain in hit percentage
  • 1XP for 1HP of more damage
  • 1XP for breaking/building barricades one level more per action
  • 1XP for 10% gain in search probability per attempt

Feel free to wiggle with numbers.

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Kill Votes

  1. Incomplete - this is a good idea, but all you've presented is the idea. Check out previous suggestions such as Elite Skills, to see how other contributers have attempted to address the issue of too much unused XP. --Funt Solo 11:59, 17 October 2006 (BST)
  2. Great idea, but... - First aid kits over overpowered as it is (they can heal damage 2-5x faster than zombies can do damage). They don't need a boost. And considering just how much XP some people have, you might want to decrease the ones that involve a +10% accuracy increase to +5%. Also, the one about barricades could be potentially disastrous to them. Maybe just increase the chances of taking down/building a barricade by 5% or something. You have a good idea, you just need to fudge the numbers a bit and make some other slight adjustments. --Reaper with no name 14:25, 17 October 2006 (BST)
  3. My problem with it is that some of these actions give XP. Basically, it means that survivors get extra XP when using XP boosts which zombies will never get. --Burgan Black.png 23:31, 17 October 2006 (BST)
  4. I suggested something similar to this (it never made it past the discussion page) but the numbers were far, far harsher (ie 100XP burn each time). You might want to add something along the lines of a zombie balance (ie, bonus barricade/ attack) as my suggestion was criticised for lacking these.--Karloth vois RR 01:34, 18 October 2006 (BST)
  5. Things like these need alot of delicate tweaking to them. I wouldn't vote keep for this because of XP cost. Needs to be way higher.--Mr yawn Scotland flag.JPG 20:15, 21 October 2006 (BST)

Spam/Dupe Votes
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