User:Linkthewindow/Hear gunshots: Difference between revisions

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===Discussion from [[Developing Suggestions]]===
===Discussion from [[Developing Suggestions]]===
'''DON'T ADD NEW COMMENTS HERE! Please take them to my [[User Talk:Linkthewindow|talk page.]]'''
'''DON'T ADD NEW COMMENTS HERE! Please take them to my [[User Talk:Linkthewindow|talk page.]]'''
This doesn't really add anything, just the survivors feeding groan but unintentional. Decent but really whats the point when you see "X" zombie(s) nearby or with your binoculars?[[User:DrakonMacar|Chaplain Drakon Macar]] 16:57, 3 December 2008 (UTC)
This doesn't really add anything, just the survivors feeding groan but unintentional. Decent but really whats the point when you see "X" zombie(s) nearby or with your binoculars?[[User:DrakonMacar|Chaplain Drakon Macar]] 16:57, 3 December 2008 (UTC)
:It's meant to be more passive then binoculars and doesn't use AP. Binoculars also don't show zombies inside.  {{User:Linkthewindow/Sig}} 20:24, 3 December 2008 (UTC)
:It's meant to be more passive then binoculars and doesn't use AP. Binoculars also don't show zombies inside.  {{User:Linkthewindow/Sig}} 20:24, 3 December 2008 (UTC)

Latest revision as of 09:20, 10 December 2008

Main Page Talk Characters Sandpit Projects

Simply put, survivors (not zombies, for balance reasons. It would be like survivors groaning at themselves,) can hear gun blasts from nearby blocks. The actual chance of hearing the blast is based on some probabilities:

  • Same block-100% chance
  • One block away-75% chance
  • Two blocks away-50% chance Must have been at least ten shots before message can trigger
  • Three blocks away-25% chance Must have been at least twenty shots before message can trigger

No blasts can be heard if they are more then three blocks away. Note that the probabilities apply to everyone in the block. Simply put, all of them hear it, or they don't.

The exact type of weapon can't be determined, and nether can the user shooting the weapon (even if you are in the same block.)

To prevent screen spam, the shots "add up" over time. For example, one shot would produce one message, ten another one, twenty another one(and so on.) This means after ten gunshots, you would have only received two messages. To prevent useless messages (Who cares that a single shot was shot in a factory two blocks away,) for two and three block messages, there must have been a certain number of gunshots.

Here is some suggested flavor text. Of course, it is very malleable.

You hear a gunshot from close by

You hear multiple gunshots from close by (5+)
You hear rapid gunshots from close by (10+)
You hear rapid gunshots from close by again (20+, 30+, 40+)

You hear a gunshot from the North (the X building)

You hear soft gunfire from the North East

You hear loud gunfire from the North East

Note that all gunshot messages expire after a day-that is, if you idle for a week, you won't be told that there was rapid gunfire after the tenth shot.

Thoughts?

Discussion from Developing Suggestions

DON'T ADD NEW COMMENTS HERE! Please take them to my talk page.

This doesn't really add anything, just the survivors feeding groan but unintentional. Decent but really whats the point when you see "X" zombie(s) nearby or with your binoculars?Chaplain Drakon Macar 16:57, 3 December 2008 (UTC)

It's meant to be more passive then binoculars and doesn't use AP. Binoculars also don't show zombies inside. Linkthewindow  Talk  20:24, 3 December 2008 (UTC)

There was another, this is much better than it. However, I'm skeptical, as it mostly says "Halp cleer this building" or "z0mg pkrz". 18:06, 3 December 2008 (UTC)

Inside or outside? If its outside, its pointless to have it on one block, you can see the zombies on your map. - tylerisfat 20:15, 3 December 2008 (UTC)

Blasts indicate combat, while the simple presence of zombies does not. I can't think of a decent RP reason to allow "inside only" blasts. Linkthewindow  Talk  20:24, 3 December 2008 (UTC)

The primary problem is how buildings affect it. If both the shooter and the listener are outside, the listener would hear the shot much easier than if one or both are inside.--Pesatyel 02:59, 5 December 2008 (UTC)05:58, 4 December 2008 (UTC)

True, but I don't want to make this more complex. Linkthewindow  Talk  09:11, 4 December 2008 (UTC)

So you you dont get to know the name of the person doing the shooting? Still it could be useful for working out who the PK'r is and for scouting other buildings for zombie breaches to go alongside the new "building lights" flavour (though if this was implimented I would try this out in a fort and watch them go nuts trying to find the culprit!)--mo ヽ(´ー`)ノ 07:59, 4 December 2008 (UTC)

Lol. Yes, I was thinking of the "Building Lights" flavor when I thought this up. Linkthewindow  Talk  09:11, 4 December 2008 (UTC)

Why SHOULDN'T zombies get to hear? Why not just a significantly reduced chance.--Pesatyel 03:00, 5 December 2008 (UTC)

As stated above, it's because it would be like survivors groaning at themselves. I'll admit I can't find a solid RP reason, but it's just balance. Linkthewindow  Talk  10:08, 5 December 2008 (UTC)
If survivors can hear groans, zombies should hear gunshots. --William Told 20:28, 6 December 2008 (UTC)

I see no reason why zombies wouldn't hear it. Also, I think you should change the flavor text from "rapid gun shots" to something that makes sense. --William Told 03:18, 5 December 2008 (UTC)

Point taken about the flavor-as I said, it's very malleable. See above about the zombies hearing it. Linkthewindow  Talk  10:08, 5 December 2008 (UTC)

Runs into the issue of "Do you really want more spam text than the already large amount survivors get?". Hearing gun shots without information on how close or where they are coming from might be interesting flavor for everyone though.--Karekmaps?! 13:14, 5 December 2008 (UTC)

The closest analogy is not groaning, it is flares. A Feeding Groan can ONLY be activated if a survivor is within the zombie's square. Guns can be fired at ANY time. Zombies being able to hear it could work to their disadvantage just as much as your "balance" reason. I do not put it past players to fire guns for no reason then to mislead. The only logical reason why zombies wouldn't be able to hear them is due to auditory degredation due to decomposition (hence suggesting the reduce chance to hear). The author also neglects to deal with the comment about being indoors or out. While I can understand not wanting to complicate things too much, that is STILL an issue.--Pesatyel 08:31, 6 December 2008 (UTC)

I actually quite like the idea about using shots to confuse, but guns can only be fired at another survivor, or at a zombie. Ether way, a gun blast would indicate combat. I was tired then, and there would be no difference if a gun was fired indoor or out. Gameplay>realism. Linkthewindow  Talk  08:57, 6 December 2008 (UTC)
You can also fire guns at radio transmitters, generators, decorations, and barricades. --William Told 20:28, 6 December 2008 (UTC)
Good point, but that still indicates combat, or at least hostility. Maybe add a "Fire gun into air" option? Linkthewindow  Talk  03:18, 7 December 2008 (UTC)
Firing at the barricades won't harm them, so it's pretty unnecessary to add a "Fire Gun into Air" option.--William Told 06:54, 7 December 2008 (UTC)
I was partially incorrect in the fact you have to have a target to fire the gun, but William Told brings up an obvious loophole around that.--Pesatyel 08:04, 7 December 2008 (UTC)
For the sake of RP however, I would rather a "Fire gun into air" option. I might rewrite this suggestion next week-you guys brought up some great fixes/changes, and I might see how a newer version goes. Linkthewindow  Talk  08:07, 7 December 2008 (UTC)