User talk:Squashua

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Contacting Squashua by E-Mail

My username is squashua and I have an account with gmail. If you can't use that information to figure out how to send me an e-mail, you're probably not worth talking to anyway.

How to Leave a Message

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Leave a Message At the Beep

Amazing

(beep) ... Ah, yes. Uh. Hello, this is Amazing. I left some questions on the Talk page for Peer Reviewed Suggestions. Instead of moving something without knowing if it's actually approved by the current standards, I figured I'd ask yo--(beep) -- Amazing 00:25, 16 Jan 2006 (GMT)

Odd Starter

Squash, may want to consider Putting The Suggestions day pages onto the Protection Scheduling queue - that way you won't have to keep putting stuff on the page... -- Odd Starter 04:48, 26 Nov 2005 (GMT)

If I knew what that was, I'd do it. Man, be proactive; go do. :-) --Squashua 04:50, 26 Nov 2005 (GMT)

Kehraus

  • Hey thanks for the vote of confidence man, sure do appreciate it. Nice one! --Kehraus 00:54, 17 Nov 2005 (GMT)

Skullhunter

  • Squashua, I'm trying to figure out how to simplify my Gunsmithing suggestion. I'll go over it tomorrow on my day off and see what I can chop out of it without totally gutting it. I really want to try and add more to the RP aspect of the game if I can.
    • Replied on your discussion page. --Squashua 22:42, 16 Nov 2005 (GMT)
  • Revision is up on Suggestions, now with nifty graphics. --Skullhunter 06:19, 18 Nov 2005 (GMT)

'STER

  • Nice examples on the suggestions page.--'STER 04:05, 11 Nov 2005 (GMT)
    • - Thanks. --Squashua 12:53, 11 Nov 2005 (GMT)

Spellbinder

  • Whats a grognard? (has an impending feeling he's about to become the butt of a joke)--Spellbinder 23:24, 14 Nov 2005 (GMT)

Zpelling zelot [hehe]

Just a pat on the back for the hard work your doing.--Spellbinder 21:13, 25 Nov 2005 (GMT)

de nada. --Squashua 21:36, 25 Nov 2005 (GMT)

VoidDragon

  • clarified what the proposed skill "Climb Building" does. --VoidDragon 03:28, 17 Nov 2005 (GMT)
    • I'm still not 100%, but I changed my vote. Your logic isn't solid; note that First Aid can't be used by Zombies, but Zombies can use Diagnosis. --Squashua 03:45, 17 Nov 2005 (GMT)
      • Diagnosis isn't a subskill of First Aid, and allowing Diagnosis to carry over for zombies was poor planning as it renders the zombie skills Scent Fear and Scent Blood useless.

Seagull Flock

  • I made a slight modification to your Suggestion Navigation template to align the cells. Let me know if you like it, otherwise revert. ;) --Seagull Flock 15:00, 27 Nov 2005 (GMT)
Looks great!--Squashua 21:22, 27 Nov 2005 (GMT)

Milo

If spam counts as 1, then it's 15 to 8, which is less than 2/3 (Since 16 to 8 is exactly 2/3) :).--Milo 23:48, 29 Nov 2005 (GMT)


Thelabrat

  • I can't remember which suggestion I saw you on but you stated you'd now lost all credibility (right after I read the message you left me on my talk). And I cracked up. And you owe me a new keyboard. Actually I wanted to ask your opinion about an idea I am toying with and how feasible it is in terms of game code. I've been lurking on the wiki for a few weeks and finally got around to signing up once I figured I had the hang of the basics. But still I figured I would go to posters more knowledgable than I.
  • Haven't found an old version of this idea in rejected yet but I wanted to make sure. It's related to search odds and dropped items (tiny percentages). You seem reasonable and not mean so I thought I'd ask you if I should even bother taking it to the main suggestions talk page to run it past them for help working a plan up. If any of that makes any sense. I'm also thinking of a zombie version of search (very limited) but I know I've seen that in my suggestions lurking; I just have to find the original. --Thelabrat 23:22, 16 Dec 2005 (GMT)

re: your response on my talk My limited zombie search idea involves them being able to search for just the items they can use, crowbar, flak jacket (I'm torn on this one), baseball bat (I think they can use these), with a small percentage chance to pick up something that they can't use also (regular items we are all familiar with). I figure their search odds would be lower, what with the mindless shambling for brains and all, and as you said, when zombies are able to use items eventually, it could be tweaked to accomodate that. I was also thinking about zombie only items but that doesn't really make sense.

As for the other searching idea I had, at the moment I think the game counts dropping items as deleting them essentially so I don't think it would work (increased odds to find items recently dropped except for in malls and armories) and it would make searching even more of a pain than it sometimes already is. I'll keep it in the back of my brain though.

In the future,should I continue t respond to you here (I have the page on watch in case you reply) or take it over to my talk page? --Thelabrat 22:04, 17 Dec 2005 (GMT)

Signal9

  • A note about your "Solution to the XP | AP | Death | Standup Problem." - it's clearly well thought out, but it got shot down because of the death penalty. The suggestion, however, has much more than that in it. Items 2 and 4 can be two separate suggestions and seem to work fine on their own. I was going to post them as separate suggestions too (mentioning the source, of course), but I thought I should ask you first - is there any reason not to suggest them seperately? --Signal9 03:19, 27 Dec 2005 (GMT)

Daxx

Re: Me

That was actually Novelty who put that quote there, not me. --Daxx 15:50, 2 Feb 2006 (GMT)


TheTeeHeeMonster

Hey. Just wanted to ask if you were at Caiger. The zombie numbers are nearing a thousand here, and we wouldn't mind more survivors coming to help. --TheTeeHeeMonster 00:21, 4 Feb 2006 (GMT)

Development Sandbox

Please do not touch anything here.

  • Weapon or ability that Knocks Down Zombie and causes 0-3 HP damage.
    • Not an insta-kill, just a knock down, forcing Zombie to Stand Up.
    • Good for Zombies: Kill involves potential XP loss.
    • Bad for Zombies: Standing Up after a knock down does not involve the healing.
    • Zombie is now "hurt" -need to add alternate method of healing.
  • Skill or Weapon that when delivers killing blow to Zombie adds additional +X AP cost to Stand Up.
    • Could be combined with existing skills like Headshot.
    • Standardized +X amount makes Ankle Grab still effective.
  • Reliability Percentage for all Weapons.
    • Small % chance of weapon failing during an attack.
    • Mechanical weapons have a higher Reliability percentage; greater chance of breaking/jamming.
    • Mechanical weapons can be fixed by new "Repair Guns" Skill - costs a fixed 1-5AP to fix a gun/shotgun.
    • Melee Weapons have small (1%) chance of breaking.
    • Broken Melee Weapon may cause 0 or double damage at time of break, depending.
    • Broken Melee Weapons are rendered useless.
    • Establishes reason to carry multiple weapons.
    • Gives a reason for Survivors to resort to using their fists.
  • Looting Skill Tree
    • Looting - Adds +5% to any search in any area.
    • Scrounging - Subskill of Looting; adds additional 5% to any non-mall search.
    • Reduce existing mall search skill bonus from 25% to 20%.
  • Burn Bodies
    • Requires Gas - causes no damage.
    • Costs either 2AP per body or flat 5AP fee to perform action.
    • Affects all bodies in location.
    • Adds 5AP to the Stand Up AP cost.
    • A body cannot be burned more than one time before standing up (no penalty stacking).
  • Zombie Grapple Attack
    • Grapple can only be used against Survivors/Zombies.
    • Grapple costs 1AP to use.
    • Grapple (15% base chance to hit) causes 0-1HP physical damage against Target.
    • Any attack by Grappling Zombie against Target while grappling Target cost 2AP.
    • All subsequent melee attacks against Target by Grappling Zombie after a Successful Grapple Attack are at +10% to Hit until either
  1. Zombie moves
  2. Zombie attacks a different target
  3. Target moves
  4. Target dies
  5. Zombie dies
  • Add Random Zombie to the attacking dropdown
    • May help out whomever shows up "first" in the dropdown from being an accidental target.
  • Change target dropdown to initialize as "Select Target", unless someone was just attacked - then keep on previously attacked target.
    • Will help out whomever shows up "first" in the dropdown from being an accidental target.
    • Submission without target costs 0AP; use takes no action, and can be used to refresh page.
  • Change AP Cost of Speaking
    • First Speak = 0 AP.
    • If second and subsequent continuous actions are speaks, Speak costs 1 AP.
    • If second action was not a speak and third action is speak, Speak costs 0 AP.
    • Alternatively, Speaking could cost 0 AP if less than 6 characters are typed.


A Solution to the XP | AP | Death | Standup Problem

Timestamp: -----
Type: Game Mechanic
Scope: Survivors and Zombies
Description:

For the purposes of this suggestion, Zombie and Survivor are referred to as Status. A character's Status is either Zombie or Survivor depending on what the character currently is.

I humbly request that if you cannot comprehend this entire suggestion, that you refrain from voting. For those who are simply skimming this suggestion, read the WHAT THIS MEANS sections.


The Problem
There is no true challenge to this game. Read on. Unless a penalty is assessed to each character when they are killed, there will never be a true challenge to survive in this game. Survivors gain XP, die, become Zombies, gain XP, resurrect, become Survivors, etc. All Characters are neverending XP buckets. There is currently absolutely NO PENALTY for getting killed, becoming a zombie, or getting revived - other than for role-playing purposes, no one has any reason to be challenged or scared by character death. Eventually, except for those who have taken Brain Rot, everyone will become homogenous. And quickly. The longer one can stave off homogenaity, the longer this game can last and the more interesting and challenging it will seem.


The History
The problem as it stands is that we are continually gaining experience and swapping Status. A (failed) attempt to fix this problem was implemented by Kevan - he created Headshot to remove experience. This caused a backlash with Zombies, who found it somewhat impossible to increase in experience. The additional attempt to fix Headshot, by removing additional AP per death, is somewhat unbalancing as well.


The Solution
This is a proposal to change the manner in which Experience is handled, in an attempt to balance the system. This Suggestion primarily requires curbing advancement, but the following combination of alterations to fundamental game mechanics should make this game more challenging and more... fair to every player. Please consider the following alterations.


Item 1: Change "Stand Up" to "Pay Death Penalty"
CURRENT STATE - When any character, Survivor or Zombie, dies or is revived, they are penalized by a 1, 6, 10, or 15 AP cost to stand up depending on whether they have Ankle Grab or were killed by a Head Shot. This gives them anywhere from 35-49 AP to spend for the rest of the day. When the player clicks "Stand Up", the AP cost is subtracted from their character and they are standing up and vulnerable.
PROPOSED CHANGE - Instead of seeing a "Stand Up" button, the player is presented with a "Pay Penalty" button. This button subtracts the AP cost (1, 6, 10, 15) from the player's AP total. The key here is that the character is not standing up after the button is pressed. The character is still a body and therefore is NOT vulnerable. His next move, whatever it is, is treated as a normal move; he will no longer appear as a body and may move around. This gives the player the option to stay as a body for the time it takes to re-acquire the lost APs he just spent paying the penalty for dying without the threat of getting killed again and penalized again.
WHAT THIS MEANS - Someone can get killed. Then he can sign in and pay the penalty and not worry about getting to a safehouse. Then he can sign in later and play with his full 50 APs. All death becomes then is simply a delay from gameplay. Read on to see the actual penalty of death.


Item 2: Separate Survivor Experience from Zombie Experience
CURRENT STATE - A Survivor can kill a bunch of Zombies, jump out a window, stand up, and spend his experience on his Zombie character. In most games of this sort, XP is meant to represent knowledge and growth gained from use of abilities, and should only be spendable on the abilities that were exercised. Logically, any life experience a Survivor character has should not be passed on to a Zombie and any "death" experience a Zombie character has should not pass on to his life as a Survivor. There is no reason a Survivor should be able to kill 30 Zombies, gain the experience, jump out of a window, and then spend his XP gained as a Survivor become an instant mega-Zombie.
PROPOSED CHANGE - Along with Separate Zombie and Survivor Levels, enforce and maintain separate Survivor and Zombie Experience Pools. XP gained as a Survivor goes into the Survivor XP Pool and XP gained as a Zombie goes into the Zombie XP Pool.
WHAT THIS MEANS - Experience/Penalties as a Zombie can only be spent/assesed on your Zombie character, and Experience/Penalties as a Survivor can only be spent/assessed on your Survivor character. This currently does not mean much unless the additional Items explained below are enacted, but a brand new, Level 1 Survivor who gains 50 XP and then jumps out of a window becomes a Level 1 Zombie with 0 XP and no access to the XP gained as a Survivor. And vice-versa.
IMPLEMENTATION ISSUE - If this was to be enacted, a decision would need to be made on current character experience. There are only three options, and I prefer option 1:

  1. Keep XP as total for current Status, leaving opposite Status with 0 XP - this will keep those with Brain Rot happy.
  2. Split XP evenly between Survivor and Zombie pools, putting any leftover into current Status - not good for Brain Rotters.
  3. Reset everyone's XP to 0 - this would not make anyone happy.


Item 3: Any Death/Revive Causes a % of XP to be Lost
CURRENT STATE - When a character dies or is revived, he is penalized by an AP loss to stand up. This is a completely recoverable penalty with absolutely no effort required on the part of the player. If anything, this requires a bit of luck at not being found again. Death does not mean anything to a Survivor/Zombie. It needs to be at least somewhat painful so that the Survivor/Zombie takes care not to leave himself exposed to death/revives.
PROPOSED CHANGE - Whenever a Survivor or Zombie is killed or revived, in addition to the standard AP penalty, he loses a percentage of the experience points from his current Status XP pool. The actual percentage amount lost depends on (1) whether the character was a Survivor or a Zombie and (2) the circumstances surrounding his death. The percentages lost are as follows, and are not set in stone:

  • Survivor is killed by a Zombie - A Survivor killed by a Zombie loses 50% of the XP in his pool, rounded up. A Survivor with 150 XP is killed and his Survivor XP Pool is reduced to 75 XP.
  • Zombie is killed by a Survivor - A Zombie killed by a Survivor loses 25% of the XP in his pool, rounded up. Zombies die more often than Survivors, therefore lose a smaller percentage. A Level 8 Zombie with 80 XP is killed and his Zombie XP Pool is reduced to 60 XP.
  • Survivor Commits Suicide - A Survivor that commits suicide by jumping off a building loses 10% of the XP in his Survivor Pool, rounded up. This character obviously wants to become a Zombie, hence the penalty does not affect the Zombie XP Pool.
  • Zombie is Revived - A Zombie that is revived loses 10% of the XP in his Zombie Pool, rounded up.
  • Survivor is killed by a Survivor - A Survivor killed by a Survivor loses 10% of the XP in his Survivor XP Pool, rounded up.
  • Zombie is killed by a Zombie - A Zombie killed by a Zombie loses 10% of the XP in his Zombie Pool, rounded up. Zombies kill each other to heal up, but they should instead be pushed to strive to heal through Skill-based means.
  • Head Shot - Head Shot adds +15% to the XP penalty. This totals to 40%, which is still less than Survivors lose, and figuratively less of an XP loss than old Headshot caused. A Level 8 Zombie with 80 XP is killed and his Zombie XP Pool is reduced to 48 XP. (Old Headshot would have taken away 40 XP, not 32 XP).
  • Brain Rot - As an incentive for characters to take Brain Rot, Zombies with Brain Rot either (1) automatically take -10% XP Loss or (2) have access to a new SubSkill of Brain Rot that grants them a -10% XP Loss. This works against any Zombie death, including death by another Zombie.

WHAT THIS MEANS - All characters will attempt to avoid getting killed, but death does not mean that they will lose all their XP. A percentage loss means that a character's XP total will never be reduced to 0 XP (unless he had 1 XP). Headshot no longer becomes an anomaly of a Skill, but an alteration to a basic game function. There is a true incentive to take Brain Rot.
PERCENTAGE LOSS vs. XP LOSS FROM OLD HEADSHOT - The problem with the old Headshot implementation is that it caused Zombies to potentially lose ALL XP. You lost 5 * Level. With this proposal, yes, both sides do lose XP on death, but neither side will ever lose ALL of their XP.


Item 4: Base the XP Bonus for Killing on the Target's Level
CURRENT STATE - XP is gained through damage caused, and if a target is killed, the attacker gains a flat +10 XP bonus. Other than a target having a different defense, there is no incentive to attack a higher level character vs. a lower level character.
PROPOSED CHANGE - The XP bonus for killing is based on the target's Level. If a Zombie kills a Level 5 Survivor, he gains a bonus +5XP. A PK'er does not get any bonus for killing one of his own. If a Survivor kills a Level 5 Survivor, he gains 0 additional XP.
WHAT THIS MEANS - Higher level characters become valuable targets. Attackers will go after those targets who have the highest level in a group, rather than just joe-blow target. PK'ers are also curbed.
ZOMBIE INDIVIDUALITY ISSUE - This is more of a bonus for Zombies than Survivors, since Zombies are not individually selectable. Zombies would need to be made distinguishable in order for this to be more beneficial to Survivors.

Votes
DO NOT VOTE HERE.



For the purposes of this suggestion, Zombie and Survivor are referred to as Status. A character's Status is either Zombie or Survivor depending on what the character currently is.

The Problem
There is no true challenge to this game. Read on. Unless a penalty is assessed to each character when they are killed, there will never be a true challenge to survive in this game. Survivors gain XP, die, become Zombies, gain XP, resurrect, become Survivors, etc. All Characters are neverending XP buckets. There is currently absolutely NO PENALTY for getting killed, becoming a zombie, or getting revived - other than for role-playing purposes, no one has any reason to be challenged or scared by character death. Eventually, except for those who have taken Brain Rot, everyone will become homogenous. And quickly. The longer one can stave off homogenaity, the longer this game can last and the more interesting and challenging it will seem.


The History
The problem as it stands is that we are continually gaining experience and swapping Status. A (failed) attempt to fix this problem was implemented by Kevan - he created Headshot to remove experience. This caused a backlash with Zombies, who found it somewhat impossible to increase in experience. The additional attempt to fix Headshot, by removing additional AP per death, is somewhat unbalancing as well.


The Solution
This is a proposal to change the manner in which Experience is handled, in an attempt to balance the system. This Suggestion primarily requires curbing advancement, but the following combination of alterations to fundamental game mechanics should make this game more challenging and more... fair to every player. Please consider the following alterations.



Change "Stand Up" to "Pay Death Penalty"

Timestamp: 20:31, 12 Jan 2006 (GMT)
Type: Game Mechanic
Scope: Zombies and Survivors
Description:
PREFACE - This is not a duplicate suggestion. It is a breakdown of a former large, 4-point suggestion into 3 separate suggestions. This suggestion does not require a reset of the game to implement.

CURRENT STATE - When any character, Survivor or Zombie, dies or is revived, they are penalized by a 1, 6, 10, or 15 AP cost to stand up depending on whether they have Ankle Grab or were killed by a Head Shot. This gives them anywhere from 35-49 AP to spend for the rest of the day. When the player clicks "Stand Up", the AP cost is subtracted from their character and they are standing up and vulnerable.
PROPOSED CHANGE - Instead of seeing a "Stand Up" button, the player is presented with a "Pay Penalty" button. This button subtracts the AP cost (1, 6, 10, 15) from the player's AP total. The key here is that the character is not standing up after the button is pressed. The character is still a body and therefore is NOT vulnerable. His next move, whatever it is, is treated as a normal move; he will no longer appear as a body and may move around. This gives the player the option to stay as a body for the time it takes to re-acquire the lost APs he just spent paying the penalty for dying without the threat of getting killed again and penalized again.
WHAT THIS MEANS - Someone can get killed. Then he can sign in and pay the penalty and not worry about getting to a safehouse. Then he can sign in later and play with his full 50 APs. All death becomes then is simply a delay from gameplay. NOTES - The option of raising the AP limit of the dead is not a better solution: APs are a factor used for game usage, not an aspect of any character, and should be treated as such.

Votes

  • Keep - Suggestion Author vote. --Squashua 20:31, 12 Jan 2006 (GMT)


Separate Survivor XP from Zombie XP

Timestamp: 20:31, 12 Jan 2006 (GMT)
Type: Game Mechanic
Scope: Zombies and Survivors
Description:
PREFACE - This is not a duplicate suggestion. It is a breakdown of a former large, 4-point suggestion into 3 separate suggestions. This suggestion does not require a reset of the game to implement.

CURRENT STATE - A Survivor can kill a bunch of Zombies, jump out a window, stand up, and spend his experience on his Zombie character. In most games of this sort, XP is meant to represent knowledge and growth gained from use of abilities, and should only be spendable on the abilities that were exercised. Logically, any life experience a Survivor character has should not be passed on to a Zombie and any "death" experience a Zombie character has should not pass on to his life as a Survivor. There is no logical reason a Survivor should be able to kill 30 Zombies, gain the experience, jump out of a window, and then spend his XP gained as a Survivor become an instant mega-Zombie.
PROPOSED CHANGE - Along with Separate Zombie and Survivor Levels, enforce and maintain separate Survivor and Zombie Experience Pools. XP gained as a Survivor goes into the Survivor XP Pool and XP gained as a Zombie goes into the Zombie XP Pool.
WHAT THIS MEANS - Experience/Penalties as a Zombie can only be spent/assesed on your Zombie character, and Experience/Penalties as a Survivor can only be spent/assessed on your Survivor character. For example: a brand new, Level 1 Survivor who gains 50 XP and then jumps out of a window becomes a Level 1 Zombie with 0 XP and no access to the XP gained as a Survivor. And vice-versa.
IMPLEMENTATION ISSUE - If this was to be enacted, a decision would need to be made on current character experience. There are only three options that can be followed, and I prefer option 1: Option 1: Keep XP as total for current Status, leaving opposite Status with 0 XP - this will keep those with Brain Rot happy. Option 2: Split XP evenly between Survivor and Zombie pools, putting any leftover into current Status - not good for Brain Rotters. Option 3: Set everyone's current XP to 0 - this would not make anyone happy.

Votes

  • Keep - Suggestion Author vote. --Squashua 20:31, 12 Jan 2006 (GMT)

Add Experience Loss, but Increase Experience Gains

Timestamp: 20:31, 12 Jan 2006 (GMT)
Type: Game Mechanic
Scope: Zombies and Survivors
Description:

PREFACE - This is not a duplicate suggestion. It is a breakdown of a former large, 4-point suggestion into 3 separate suggestions. This suggestion does not require a reset of the game to implement.
CURRENT STATE - When a character dies or is revived, he is penalized by an AP loss to stand up. This is a completely recoverable penalty with absolutely no effort required on the part of the player. If anything, this requires a bit of luck at not being found again. Death does not mean anything to a Survivor/Zombie. It needs to be at least somewhat painful so that the Survivor/Zombie takes care not to leave himself exposed to death/revives.
PROPOSED CHANGE - Whenever a Survivor or Zombie is killed or revived, in addition to the standard AP penalty, he loses a percentage of the experience points from his current Status XP pool. The actual percentage amount lost depends on (1) whether the character was a Survivor or a Zombie and (2) the circumstances surrounding his death. The percentages lost are as follows, and are not set in stone:

  • Survivor is killed by a Zombie - A Survivor killed by a Zombie loses 50% of the XP in his pool, rounded up. A Survivor with 150 XP is killed and his Survivor XP Pool is reduced to 75 XP.
  • Zombie is killed by a Survivor - A Zombie killed by a Survivor loses 25% of the XP in his pool, rounded up. Zombies die more often than Survivors, therefore lose a smaller percentage. A Level 8 Zombie with 80 XP is killed and his Zombie XP Pool is reduced to 60 XP.
  • Survivor Commits Suicide - A Survivor that commits suicide by jumping off a building loses 10% of the XP in his Survivor Pool, rounded up. This character obviously wants to become a Zombie, hence the penalty does not affect the Zombie XP Pool.
  • Zombie is Revived - A Zombie that is revived loses 10% of the XP in his Zombie Pool, rounded up.
  • Survivor is killed by a Survivor - A Survivor killed by a Survivor loses 10% of the XP in his Survivor XP Pool, rounded up.
  • Zombie is killed by a Zombie - A Zombie killed by a Zombie loses 10% of the XP in his Zombie Pool, rounded up. Zombies kill each other to heal up, but they should instead be pushed to strive to heal through Skill-based means.
  • Head Shot - Head Shot adds +15% to the XP penalty. This totals to 40%, which is still less than Survivors lose, and figuratively less of an XP loss than old Headshot caused. A Level 8 Zombie with 80 XP is killed and his Zombie XP Pool is reduced to 48 XP. (Old Headshot would have taken away 40 XP, not 32 XP).
  • Brain Rot - As an incentive for characters to take Brain Rot, Zombies with Brain Rot either (1) automatically take -10% XP Loss or (2) have access to a new SubSkill of Brain Rot that grants them a -10% XP Loss. This works against any Zombie death, including death by another Zombie.

WHAT THIS MEANS - All characters will attempt to avoid getting killed, but death does not mean that they will lose all their XP. A percentage loss means that a character's XP total will never be reduced to 0 XP (unless he had 1 XP). Headshot no longer becomes an anomaly of a Skill, but an alteration to a basic game function. There is a true incentive to take Brain Rot.
PERCENTAGE LOSS vs. XP LOSS FROM OLD HEADSHOT - The problem with the old Headshot implementation is that it caused Zombies to potentially lose ALL XP. You lost 5 * Level. With this proposal, yes, both sides do lose XP on death, but neither side will ever lose ALL of their XP.


Item 4: Base the XP Bonus for Killing on the Target's Level
CURRENT STATE - XP is gained through damage caused, and if a target is killed, the attacker gains a flat +10 XP bonus. Other than a target having a different defense, there is no incentive to attack a higher level character vs. a lower level character.
PROPOSED CHANGE - The XP bonus for killing is based on the target's Level. If a Zombie kills a Level 5 Survivor, he gains a bonus +5XP. A PK'er does not get any bonus for killing one of his own. If a Survivor kills a Level 5 Survivor, he gains 0 additional XP.
WHAT THIS MEANS - Higher level characters become valuable targets. Attackers will go after those targets who have the highest level in a group, rather than just joe-blow target. PK'ers are also curbed.
ZOMBIE INDIVIDUALITY ISSUE - This is more of a bonus for Zombies than Survivors, since Zombies are not individually selectable. Zombies would need to be made distinguishable in order for this to be more beneficial to Survivors.

NOTE: Contrary to what some may think, implementing all of the above does not, in any way, require a server/game reset.

Votes

  • Re - Item 1 - Item 3 - Your main character never dying before maxxing out justifies a higher % XP loss for survivors getting killed. Headshot would not be an XP killer - as stated in the proposal, it was originally an anomaly - now it would be an enhancement. Items 2 and 3 are a single proposal - there is really no reason for Item 2 without Item 3.
  • Kevan attempted to fix the problem by adding an XP reductor - my claim is (and his retraction of it proved) that he added it incorrectly via Headshot. He added Stand Up AP cost, Headshot, and Ankle Grab were all added late in the game as patches to fix problems that he saw. This is a complete and simple reworking of the concept he was going after. Presuming this does not pass

Base the XP Bonus for Killing on the Target's Level

Timestamp: 20:31, 12 Jan 2006 (GMT)
Type: Game Mechanic
Scope: Zombies and Survivors
Description: PREFACE - This is not a duplicate suggestion. It is a breakdown of a former large, 4-point suggestion into 3 separate suggestions. This suggestion does not require a reset of the game to implement.

CURRENT STATE - XP is gained through damage caused, and if a target is killed, the attacker gains a flat +10 XP bonus. Other than a target having a different defense, there is no incentive to attack a higher level character vs. a lower level character.
PROPOSED CHANGE - The XP bonus for killing is based on ONE HALF of the target's Level, rounded up. If a Zombie kills a Level 5 Survivor, he gains an additional +3XP. A PK'er does not get any bonus for killing one of his own. If a Survivor kills a Level 5 Survivor, he gains 0 additional XP.
WHAT THIS MEANS - Higher level characters become valuable targets. Attackers will go after those targets who have the highest level in a group, rather than just joe-blow target. PK'ers are also curbed. Overall, the gain is less XP, but since Separate Zombie/Survivor levels are not implemented, this bonus could be up to 15 or 16 XP for killing a maxxed-out character, who should know better than to get killed.
ZOMBIE INDIVIDUALITY ISSUE - This is more of a bonus for Zombies than Survivors, since Zombies are not individually selectable. Zombies would need to be made distinguishable in order for this to be more beneficial to Survivors.

Votes

  • Keep - Suggestion Author vote. --Squashua 20:31, 12 Jan 2006 (GMT)

A special Offer

  • Time Stamp: 21:56, 25 October 2008 (BST)
  • Hi, I' am Soldier UDW. Your work is very impressive and I like someone of your talent to be a member of the Special Zombie Extermination Squad. This Survivor Group hunts down zombies and go to the sight to learn more. If you have any questions, write back on my talk page.

-- Soldier