Talk:Suggestions/4th-Dec-2005
Mutations
Discuss it in all its way-too-damn-long glory right here folks. --Zaruthustra 07:41, 4 Dec 2005 (GMT)
I really don't know what to say. I like it, but something is telling me that theres something wrong with the idea, apart from the turns the zombie horde into an army with standard stormtroopers, tanks, and special warfare soldiers. AllStarZ 15:11, 4 Dec 2005 (GMT)
I like it, it is very much like I think would happen over time in a zombie horde like thing. --Fullemtaled 15:15, 4 Dec 2005 (GMT)
It's just evolution, only on ADHD so it's super fast. Creatures evolve over time to suit their needs, and zombies need to suit their "we're dying out here" needs. --TheTeeHeeMonster 16:38, 4 Dec 2005 (GMT)
Let it be known that I really like this idea for a multitude of reasons, but one of the main reasons is how well it complements my idea for advanced survivor classes. Zombies don't need initial classes, they diversify whenever the virus mutates them into an altogether different creation. What that monstrosity would be we have no idea, hence all the new advanced classes would be available to a prospective zombie. With survivors the variety of initial classes is obviously much greater than the humble corpse, but the choices of progression would be limited by those starting professions. Unlike zombies, who get penalised for their new newly acquired form, one advantage the survivor has is the retainment of skills and abilities. Both sets have their advantages but are flawed in their own way.
These two conflicting sets of classes could be the next "level", as it were, within the current game. Now both survivor and zombie players have new goals and new opportunities for RP. We could see the development of guardian/leader figues who less experienced characters could rely on for protection or for specific skills unavailable to everyone.
Another thing is that it also makes other ideas that were deemed unsuitable/unreasonable in the past a possibility. Technically with these new classes the bar for pushing the boundaries of balance would be set even higher seeing as both sides are to be affected simultaneously. I know for a fact I need some skills for my survivors, and considering the strength of these new zombies it may not seem to unreasonable to suggest skills that by current standards would be killed on site :) One unavoidable issue would be the less experienced charcters caught in the cross-fire. Whilst one could bluntly suggest that the advanced classes will protect their own kind, careful consideration needs to be taken as to how far the envelope can be pushed- but pushed it shall be! Were both of these concepts implemented, Malton would get a helluva lot more interesting. Think about the epic battles! :D --Kehraus 19:46, 4 Dec 2005 (GMT)
I agree, this game is kind of at the end of its rope. Levels have been ground, skills have been purchased, and malls have been fought over. Its over. Done. As we've all seen the zombies are circling the drain. In a very disapointed result the game has turned into more of a human holocaust, hunting down whatever zombies still roam the streets and mercilessly killing them over and over. It gets old. We need overhauled skill trees that provide endgame, or something. I think that providing built in penalties with the classes keeps the newbs safe, and come on, newbs are made for killing anyways. I say we push these. If ever there were something worth lobbying the powers that be for it would be these kinds of ideas. --Zaruthustra 22:04, 4 Dec 2005 (GMT)
Very nice job. Im all for some sort of zombie boost that doesn't mess with non traditional powers. Virulent seems a bit more powerful then the others despite the slow xp gain but, but maybe not unbalancingly so. Also I think someone suggested a 4th "smart" zombie? While smart isn't the way to go a type specializing in finding humans could be fun, there are plenty of well liked suggestions already on the books that could occupy their skill tree. Will it solve the imbalance problem, even on a power projection scale, i have serious doubts, though it would help the fun level which is more important. One problem I see is that this may have just ignited the suggestions arms race that has been smoldering for awhile now --bbrraaiinnss 23:04 Dec 4 2005
- When I think of smart zombies, I think of the Many from System Shock 2 and the hybrids or the cyborg midwives, walking around everywhere mumbling about the Glory of the Many or musing over what they have become. Not to mention wielding lead pipes, shotguns, and (if I remember correctly...) grenades with deadly effect (though, sometimes they have a fit of humanity and stand around dazed with the host and the parasite fighting for control). Now THAT would be scary, a zombie totting a shotgun (heh, flak jackets would have a use for survivors then!)... mumbling on about how it hates the living or what it has become... or preaching about the glory of undeath. --Zarquon 19:51, 5 Dec 2005 (GMT)
People seem to be really freaking out about monstrous zombies and their power increase. Try to keep in mind, if a monstrous zombie and normal zombie spent all day hitting something, the difference is 5 damage. Five. Not to mention that monstrous zombie is given substantially less AP to work with due to its walk and stand penalties. I'm much more worried about potential abuse to the plague zed, and even that isn't that bad. --Zaruthustra 15:23, 5 Dec 2005 (GMT)
You know, I have to admit, I liked the idea of an uberzed that couldn't heal itself and lost the uberzed status when it died again. Zara's monstrous form is a good take on that concept, but I do think Malton could use a few "Boss" type zeds to keep people interested in biting people. I still am a little annoyed that my barricade weakening suggestion was poorly received, because I think that's the kind of suggestion UD needs - ways to make it easier to play as a weak zombie. BTW, a 'smart' zed doesn't make sense when axe does 3 x 40% damage and upgraded claw does 3 x 50% damage. My firefighter is technically 'stronger' when he's been zombified, never mind that he can't stay zedded for more than two days because there are tons of necrotechs prowling and reviving everything in sight (and no, I don't think another syringe nerf is in order...). --RSquared 19:26, 5 Dec 2005 (GMT)